Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

After having played the daughter's creation, let's try the father's one! :D

A nice and not terrifying puzzle game with epic music ! I like to think a little when playing, it's good to use our brain from time to time.

The scene is a little still and the music repetitive when the match lasts too long ; the lights could slightly flicker, for example, to add some life. 

There are 2 important info that I missed during my first run :

- that I could get hints by mouse-hovering the enemy

- consequently, that the rerolls were the coins near the candle ; I didn't notice them,  I hovered them by accident and saw their description

That's a nice entry. One can see there's some experience. Good job !

Still, I would have liked to know where you used AI ; I assume it was on the intro video and on the logo.

Thanks for the feedback!  Glad you liked the puzzley aspects - I wanted something that wasn't a "one solution only", but also something where you had to think about the best use of resources.

I had a really difficult time with the onboarding/tutorial, so that's for the feedback.  I tried to make it so you could hover just about everything and get a tooltip for what it did to cut down on "wall of text" instructions.  If you're calling out "first run" because you had a second+ run, I'm super jazzed you thought this was worth more of your time :)

I did use AI for the intro (flow.google.com).  I made a storyboard and had the video generated to spec.  Lots of iteration, but when it was done I pulled the logo out of the last frame.  I also used AI (aistudio.google.com) to create and quickly iterate on a 2d prototype to work out mechanics while I was away from my computer.  Let me do a lot of very rapid iteration with a low-fidelity html version that I later built a 3d version around in Unity.  This was an invaluable trick that helped me negate the "sunk cost" of features that just didn't play well.

I did try a "film grain" effect to make it more gritty, but built-in unity one didn't look right, so ended up reverting it.  Source control is your friend :)

My original plan was to have everything as an object on the table - coins for rerolls, objects indicating run-specific relics, and the candle height would vary depending on your sanity, but it didn't all make it in.  Maybe hovering the table could show general tips about these objects, at least identifying that they're meaningful.

Thanks again for the thoughtful feedback :)  always trying to improve!

Thanks for the details about your (sensible) use of AI. I don't want to use that, but I may have to fall into it someday.

I did try your game a first time and didn't really get the logic in the second room, but when I saw the help over the enemies on my second attempt, it made much more sense and was actually fun.

It's hard to implement all the ideas we can have in such a short amount of time. But the result is very pleasing.