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I also wanted to add, regarding puzzle confusion - I think there’s an element of targeting your audience here. Some folks like puzzle games that let you figure everything out and do not hold your hand. Cultist Simulator has some of that energy.

Other folks are going to want a more streamlined puzzle experience. So at a certain point you just have to ask yourself - what kind of game do I want to make?

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Hm, you are right. It's all niches basically. Some people hate Cultist Simulator, while others really enjoy it for being novel, unique, and letting the players figure things out by themselves. Taking that into account, maybe the reception for this game was better than mixed I guess...

What you said is something I've already heard before, but that doesn't mean I took it to the heart, I suppose. Thanks for the comment, it'll sound cheesy, but this is actually I actually needed to read.