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Thank you very much for the kind words. Yes, i actually just wanted to make a simple WebGL game, but was surprised, that Godot out of the box also made it playable on touchscreens. Because of all that positive feedback so far, indeed could plan to release as mobile game. (Even if that was actually not the plan at all for a simple first-try project of godot^^)

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Great to hear. Honestly a very addictive little gem. The only thing I'd check is if there is meant to be a fail state if one of the box's can't be opened because it's been isolated from all other areas. Only had it happen once but I feel like if the end goal requires all 8 opened, then you should have either a fail state or have it effect the score when all the others are opened. 

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Thank you for the feedback, that's helpful.

Yes, I'm aware of this, and it is kind of "handled", but definitely not the smartest solution from users view... Currently, if you are in such a state, you have to click on them (what costs  10 coins each time, because it's the start of a new turn) until you don't have enough to start a new turn, and game ends. So you kind of "in the end" are "punished" because you see your coins decreasing  (and because of the incrementing turns also the score) if not played well enough before :-D

And additionally on the other side, if you have revealed all 8 gems, you get points for each one of them, as well as an extra (huge) bonus, for solving it completely. 

But you are right, if i try to identify such states internally as "fail-states", could do the same logic automatically and directly show the game-over screen, what should be less confusing for players. Thank you :-)