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CharCharChar

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A member registered Feb 01, 2021 · View creator page →

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I'm really glad you pointed that out. I was so focused on coding that I didn't focus enough on player experience. 

I was doing Puzzle Jam and Mini Game Jam at the same time (with the same deadline). And I realized 30 minutes ago that with a few tweaks, my Puzzle Jam game (https://charcharchara.itch.io/monochromatic-escape-room) would have been PERFECT for the five color limitation. Ah well. :D

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Twine, it's specifically for interactve fiction.

I'm not in control of the color of the sidebar (as far as I know). Thanks for the input!

The font is white, the background is black, the links are blue - but now I'm noticing that sidebar is gray. Does the gray sidebar count as a fourth color? 

Oh "homing arrow" is the arrow ability that can home in on a spot higher or lower. I misread that to mean some visual marker I would be able to move that I had not yet come across. 

I think I've figured out the controls now, but I'm still stuck. The rogue and giant are together, and I think I'm supposed to be able to get the rogue over to the spike/rope obstacle course but haven't managed it. Combinining D + space + whichever mouse click does the dart foward felt like the "pat your head and rub your stomach" exercise. I haven't figured out how to get the archer out of the first pit. I think the solution is to fire an arrow just below the first ledge, but without being able to see where the homing arrow is aimed I do not believe I will be able to manage that.

I found it difficult to remember which special ability for each character was linked to left/right mouse click. 

Ah, okay I figured out that W lets me move up ropes. But that's not clear by calling it "homing arrow".

HalfPintHeroes community · Created a new topic Stuck

I am stuck. I figured out the space is jump, which was unexpected as it wasn't listed in the instructions and when A and D are move keys I don't usually expect space to be jump. I don't know how to interact with the rope. 

I was able to get the giant out of their start box, but the rogue and the archer are stuck. I don't know what the homing keys are meant to do.

i like that the giant footsteps sound different. 

I wasn't suggesting remapping it.   ---- Okay I just replayed it and I've realized my issue is I didn't realize holding down the jump key longer gives me a higher jump. I'm used to a single tap giving a consistent height jump and a longer tap not changing the outcome. 

Suggestions I forgot to give but remembered on a second play through: 

The game shakes on impact of the pet hitting the walls in the Pet POV early levels, but doesn't in the pet+owner levels.

Could you teach the player that the pet will charge unprompted in a new direction if it sees food in the Pet POV chapters? On the second play through the level (which you correctly guessed with the screen shot) where I almost quit it happened to be much easier because the humans happened to be standing out of sight at the right time so the pet didn't take the corners so fast. (or just put the level in question later because you'll realize the auto-agro in the first few pet+owner levels - and maybe you were going to make this change anyway because you called it intermediate in a previous comment)

Fantastic job making it just confusing enough that I kept almost quitting, but then would realize the answer and keep playing. I didn't realize how to interact with a core element of the game. Didn't realize that a certain element would kill me. I had to work around there not being a reset button (which made me feel clever). Another time I almost quit was when there didn't seem to be away to get around the box. At first the music felt off to me because the beats are spread out an unexpected amount at one point, but I got used to it.

After finishing, it doesn't make sense to me that the green square with spikes down can be walked over without green glasses on.

I was surprised that the pet is out to murder people, but I appreciate that the representation of bodies being crushed is cutesy in line with the tone I expected from the art and music and the smile on the pet's face. I liked that the core mechanic of the cube being unable to stop itself once set in a certain direction matched the theme of a spiky out of control pet. I liked the addition of whistling/teamwork (and that the owner is not at all concerned about the murder). I was curious if the dirt/grass, blue, and yellow walls would react differently, but it seems to just be an artistic choice. Some of the humans seem to be naked which was a fun quirk to notice. 

Great twist about how to get the right whistling angle in the last few levels.

I struggled a bit with how you have to already to holding down A or D and then press W to jump up and over. I died several times because I'm so used to AW or DW at the same time or W then A/D working. 

I was tempted to quit on the second or third whistling level where you have to immediately get out of the way. Up until that point the game had just been about planning ahead, and I think I expected the game to stay at that level of low stress. Consider introducing the need for timing earlier.

I used to play penguin pursuit on lumosity where the direction keys are based on the penguin's perspective and you have a top down view of a labyrinth that periodically rotates - so I was excited for your concept.

I like that the music is upbeat without being stressful. I like that the momentum resets when you change directions, otherwise it would be very stressful.

I decided to quit during the second key level. I liked the addition of the key, but after losing twice trying to get the first key, I predicted it would take many tries to successfully get three keys and the objective without dying. 

Overall I enjoyed the concept and the music. It was a bit strange for me to use QWE instead of AWD. I didn't end up using W because I forgot about it and didn't fully understand what W did - maybe that would have helped me do better. My first reaction as the ball is falling toward danger is to double tap E.

Because you asked about grammar:
"Did you notice numbers in the right hand corner, didn't you?" would read more naturally as "You noticed numbers in the right hand corner, didn't you?" or "Did you notice numbers in the right hand corner?"

"This is your time and perfect time of level," - I recommend changing this to "This is your time and time perfect time for the level,"

Yay!!!

Does an escape room count as a puzzle?

The criteria says 16 levels. Could I have an escape room with at least 16 puzzles?