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(1 edit) (+1)

Thank you for taking the time to play my game and to leave a comment.

The lack of a win/lose state was a last minute decision, as I wasn't able to program in the effects that the amenities within the lighthouse would have.  I switched it from an arcade-style game to its current incarnation - at best, it's probably closer to a simulator.

Thanks for complement about the fuel gauges! I normally go with numbers and text in the player's UI when denoting statuses of things, so I wanted to have these elements be more diegetic. It was supposed to help with a mechanic where, with the exception of the top floor, each floor is obscured in darkness until the player moves into the room. Having some uncertainty about the exact state of things would have would have the player move around the lighthouse to keep the amenities and yourself topped up.