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(+1)

Thanks, I really appreciate the fedback! I think I agree with most of the stuff you're saying here.

The biggest issue I have right now in continuing the game past the jam is that coordinating events between multiple characters wound up being very difficult, and the longer the game got the more painful it was to test the later events. My custom scripting language doesn't have any kind of error checking, so there was a lot of difficult bug fixing, relying on errors from Godot itself (e.g. a "wrong number of arguments" error typically meant I had forgotten a closed quote on a message display step).

Perhaps there can be some puzzles that are less reliant on character events? If it's really a no-go, you could just try changing the setup somewhat, maybe with illustrated cutscenes for events instead of the characters moving. I really do think that the idea is neat and it would be fun to see it expanded even to just one more level, but I can definitely understand the frustration.