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The general concensus at a glance seems to be that the end was quite anti-climactic, and indeed I was disappointed at my premature success in escaping, without even confronting or at least hearing from the game master again.

I expected the NPCs to include all of our character options minus the one we picked as our playable. Was this the plan originally?

The spike puzzle was annoying at first sight, but deceptively interesting when I wrote down notes to solve it. It was also refreshing for me at least to answer riddles, not having thought of them for some time. That fox, goose, and sack of corn one was tricky if only for the fact that I did not quite understand initially that it was supposed to be a sequence of answers in succession, but there may or may not be a better way of presenting it.

If you want a more sinister tone (and that may or may not be what you want; I am not entirely sure), the doors' response to the wrong input would need to sound less merciful than "not what I was looking for...", which sounds more like what a sympathetic game show host would say to an unacceptable answer. If you can generate a sufficiently wide field of acceptable answers (are answers case-sensitive?), you can more or less get away with an emphatic "NO! PREPARE TO MEET YOUR MAKER!" or something.

I think my score in Legacy mode was 3175.

Since I escaped without accessing the computer, I played again to see what it was, so now I see it was not so important.

Thank you StefanosM for your review on the game! I'm happy to hear that you took another try at it.

I am aware the ending is anti-climactic, it was pretty much nothing short of a toss-away scene that I created for the sole purpose of letting the player know the game had ended. The original plan was to let the other NPCs escape as well, or perish one by one while you explore, but due to time restraints I had to take that option out. I might revisit the idea after the contest is over and we are allowed to edit our games once again.

I'm happy to hear you liked the spike puzzle; I know the representation of the hints was not ideal, I'm still thinking of a better way to represent it to the player. I am also kind of honored to hear that you actually tried out the LEGACY mode as well, although it was not necessarily well-made in any way. I might implement some of the riddles found there over the main game some day, if I find a good place to put them in. The fox-goose-corn puzzle was a pain to implement, and I kinda gave up on some meaningful flavor texts when you did choose wrong, but I will revisit it one day. I'm not aware of a way of representing the puzzle in any better way than it is currently, but I should probably inform the player beforehand that the puzzle is a sequence of answers.

Considering the response of the doors in the LEGACY mode, of course I'd like to create a better response to the player. Your idea is good, albeit a bit cliché. As for the answers, they are case-insensitive, so for example if you wrote "MIRROR" or "mIRRoR", the game will consider them both the same answer. (they are compared to lowercase)

The computer is not necessary at this point, but you might get some bonus points if you manage to answer the password correctly. There is still the off-chance of crashing, as you mentioned, but it seems that it happens only sometimes. I will take a better look at it after the competition ends.