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It's great to hear that the game art has seen significant improvements with the strategic use of free assets, highlighting the art team leader's impactful role. However, the shift in project challenges towards puzzle difficulty is an interesting development. Balancing puzzle difficulty to ensure it's engaging without being overly frustrating is a key aspect of game design, especially in a puzzle-centric game.

Your insights from player tests regarding the puzzle difficulty and the role of collectible information are particularly valuable. It reveals a lot about player behavior and expectations. Incorporating intuitive guidance, such as the player character's inner thoughts, sounds like a promising approach to assist players without overtly simplifying the puzzles. This method can subtly guide players towards the intended gameplay experience while preserving the satisfaction of solving puzzles.

Adjusting the puzzle difficulty and the flow of challenges to better match player expectations and abilities can indeed enhance the game's accessibility and enjoyment. As you consider these adjustments, how do you plan to balance the needs of different types of players, such as those who enjoy the thrill of difficult puzzles versus those who may get frustrated more easily?

Additionally, your decision to improve the UI and game interfaces as part of the final polish is crucial. A well-designed UI can significantly impact player engagement and understanding of the game mechanics, especially in conveying collectible information relevant to puzzle-solving.

Lastly, have you considered implementing a feedback mechanism or hint system that players can use if they're particularly stuck? This could be an interesting way to address the range of player abilities and preferences, ensuring all players can progress and enjoy the game regardless of their puzzle-solving skill level.

Looking forward to seeing how these adjustments will refine the gameplay experience in your next update!