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(+1)

Full marks for originality! In its constraints, it reminded most of a puzzle in Monkey Island -- the infamous underwater scene, specifically.

I loved the idea of being joined to a chair (and a bomb), but I what I was missing was how it impacted the mechanics of the character. That is, I could still "walk around" and pick up items as if it was a standard point and click, I just had to click more often.

If you were to expand on the idea, I would love to see you find a way to incorporate the chair either a unique constraint to standard mechanics to dream up never-before-implemented lateral thinking puzzles. I can imagine some really devious ones involving using your chair as a lever, or by holding an inventory item between your teeth (you can only hold one, and the items are limited).

Or.. to go the narrative route make the chair an extension of the character the way that Full Throttle implemented the "boot" as a verb.

I had a blast. Thanks for sharing and best of luck in the jam.

(+1)

I've played Monkey Island and through some of Full Throttle so I see what you mean. Glad you wrote something up with lots of thought. One item between the teeth does sound interesting, but it would probably limit everything too much. I mean, the movement alone is "novelty", right? It's slow, clunky, and only for a three minute game, small segment, or intro sequence. I feel like this could be the intro to a longer game, and then I could maybe use the teeth deal only in the beginning. I get it, you can "walk around" and it's just slower. I still think that it's applicable to the theme in the end of the day. Happy that you enjoyed my game, I put a ton of work into it. Cheers.