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Fun Idea, take the traditional RPG format and turn it into a puzzle game. It did feel a bit more frustrating than satisfying though since it didn't feel like you knew all the pieces of the puzzle without losing quite a few times. I think finding someway to convey the information before you blindly press options would help a lot with puzzle design

That's true, I considered the option of showing some clues to prevent frustration but at last, I preferred turning the puzzle into a try-and-error type of game. I understand that may lead to frustration, I'll keep this in mind in case I would like to expand this. Thanks for your time and your comment.