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(1 edit)

I really like your comment. It's very encouraging and just an overall good feeling to read nice comments :) Though I especially value constructive criticism, like yours.

So I'll start with appreciating your feedback and honesty. Thank you. And to address your points:

- I think it's a good idea to at least show at the very end what was wrong (just so the player know what they missed or got wrong)

- A table of contents was a thing I considered at some point. But you know which game also has such feature? "Papers, please", and I really didn't want to include too much features from that game. So it's debatable whether this one "borrowed" quality-of-life feature would be too much or not :)

- I tried with an iteration or two of like a handmade encircling of the answer, but didn't like it, since it felt like too much noise on the sheet. However right now this highlight is also a bit "non-organic". Maybe I gave up on this idea too soon.

- And the theme thing... I don't want to sound salty, but I hated that theme from the second it was announced. I just felt that you shouldn't insert a noun in the theme name, since now ~90% of the games have "dice" in name/mechanic/graphics or all of those. Hence, I wanted something different and while I will admit that the adherence to the theme is veeeery loose here, then at the same time I honestly believe it's not that big of a stretch either.

- A special sound for adding more time to the clock will clash with the success "ding" sound a bit, I think


As for beating the game - the game has no end, it goes until you run out of time, patience or will to play :D Though I have to admit, you had to play for a some time if you manage to freeze/crash it like this, which is great (in all it's irony), since in the end I managed to make a game that some people liked enough to give it a try or two or seven.

Cheers!