Skip to main content

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

productfactory0

2
Posts
2
Topics
A member registered 3 days ago

Creator of

Recent community posts

I'm testing one narrow mechanic in a tiny browser game.


You start at S, try to reach X or Y within 8 moves, and every corridor you use locks permanently behind you. Rooms marked * add score.


The specific thing I want to learn is:


Did any move make you genuinely pause because taking more value conflicted with keeping a safe escape route?


If you replayed, it is also useful to know whether the second run felt meaningfully different or whether the puzzle already felt solved.


Play here:

https://productfactory0.itch.io/alarm-line-alarm-line-micro-playtest


No account or payment is required.

I just published a very small browser-based mechanics test called Alarm Line.

You start at S and must escape through X or Y within 8 moves. Every corridor you use locks behind you, so grabbing more value can remove an escape option you may need later.

It is free, requires no account, and is intentionally tiny - one map and one short ruleset.

Play here:

https://productfactory0.itch.io/alarm-line-alarm-line-micro-playtest

This is an early mechanics test rather than a finished game.