Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

1. About the movement and character controller

It's not ideal but the character controller is a basic one I coded to be good enough to just get the job done. I would love to optimize it but the game is not focused on movement so it's not a priority while fleshing out the core systems.

2. About the Case Notebook navigation

The navigation has a long way to go still and it has a lot of features that I'm still designing. The notebook is planned to be a lot more interconnected and easy to use when looking for specific things but that will be added one improvement at a time.

3. The hints

The clues and leads you have regarding all the people logged in the notebook are cryptic mostly because you don't encounter them organically yourself, which means each one makes no impression at all. This is only really a problem in this version, since in the actual game about 90% of all case pieces (including people) will be things that you have encountered and found yourself physically, so you will know them better and know what they look like.

4. The input slot solutions

The "puzzles" to solve each pair of slots are a mixed bag because I had to balance having some freebie easy ones to start off and then having some more complex ones to make players stop and think longer. It might be that I tried to compress several hours of difficulty progression into one single puzzle set. The left column of the scene section is not supposed to be challenging, which can seem like a chore, but it's there to indicate that each of the items needs to be found to progress and gives some idea of how the game works on a larger scale. There were supposed to be multiple options for some of them like with the barrels but at this stage the demo will have to go without them.

>3. The hints

I kind of figured as much. It would have Things make a lot more Sense if you've actually interacted with it before, seen it before, etc.

Generally it seems most of the Issues with the Puzzles, the Solutions, etc. stem from the rest of the Game missing. I'll try this out again when there's a proper start to a Case for this. Are you planning on only having a single case, or multiple smaller ones, or start with one and then deliver multiple additional ones later on?

The game is planned to be just one extended investigation that contains multiple mysteries that might or might not be connected. In the notebook they are logged as scenes. It takes you across a few locations in the town and it's non-linear in that for the most part you have to decide yourself which location might advance your investigation next. You collect leads, solve scenes, and this leads you to other locations and other clues.