I'm not a fan of horror in general, but man, the richness of the story and the family connections that you've put into this outweigh any aversion I might have. (I'm not surprised by this! I was blown away by the demo for Funeral for the Sun. Already wishlisted and greatly anticipated.)
Tahnan
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In rot13: gur pebffrf pna or zber guna guerr-ol-guerr, ng juvpu cbvag lbh arrq na bireurnq ivrj gb frr jurer nyy gur lryybj sybjref ner.
Which is to say that it does get more interesting, but very much in a "draw a map" way. If you're not looking to map out a 3D space, then no, it won't get any more interesting. :-)
I'm more than a little confused by the Kitchen Counter. The extraction says to "The number that the finished grid shows - the number of Briquets used in the puzzle", but...I'm not really seeing a number in here? (Note too that the upper left is underdetermined: several more rectangles can be put in the spaces that don't have numbers next to them.)
Is it a 19? It looks kind of like a 19.
I think I may come back when it's been updated. I'm interested to see how it all works, but with three spells I'm not sure where I'm going next.
And...guessing the spells may be kind of a lot. I thought the ambiguity of the second spell was interesting--I know I'm not the only person who tried [rot13] "whzc" first, and I liked the little challenge of figuring out the right word, but for the third spell there were just too many options: I thought it was "fyvqr", and then tried "tyvqr", and even after hints for all but the first letter I was trying "fyvat".
I plan to be back though!
Hey, cup of tea and a cat is a great ending!
I love how new this is; the idea of the room behind a door depending on what key you use is a clever fantasy trope but not one I've seen come up in games before, I don't think. The levels put it to really good use, and there kept being twists I didn't see coming. Great game!
Is "exercise in mapping" a puzzle? Is it thinking, or is it a mechanical task? Eh, given how much trouble I had keeping myself from getting turned around, I think yeah, puzzle. :-)
Once I did start mapping, it came together much more clearly. I appreciated the penalty for guessing being non-fatal but enough of an inconvenience that you wouldn't want to do it.
For anyone who made the same mistake I did: You can use a key on any lock on a door, at any point. I found the game pretty much impossible when i thought you had to wait for timelocks to disappear before you could open a regular lock on that door. (Just me? Oh well.)
Once I got past that, I won the game on the first try, but it still felt like an accomplishment and not something trivial. It's quite good.
OK, I see there wasn't much more than the final message, but I'm glad I went back and read it anyway. I like this. The main thing it might have lacked is risk: navigation seemed very easy (I fell off the screen once this time) and generally low-penalty. But the exploration aspects were very cool, in terms of transforming the world around you and in opening up new places to go. I hope you decide to see where you can take this!
Generally delightful; I particularly liked the way Foraging came together.
I did run into a bug where I'd filled in all of the words in Sword Practice and then started connecting letters, but when I got a connection it told me "define words". I ended up reloading and having to type them all in again; not sure what happened there. (Ultimately I probably would have actually preferred solving them all on paper; I'm a pen-and-paper kind of solver.)
The final puzzle felt like there was something more planned for it--spoilery discussion in ROT13: Lbh bayl hfr gur svir sbhe-yrggre jbeqf...ohg gur yrggref va gur sbhe svir-yrggre jbeqf ner gur fnzr gjragl yrggref. Vg sryg yvxr znlor fbzrguvat jnf fhccbfrq gb unccra gung hfrq gung, ohg raqrq hc abg? Juvpu yrsg gubfr sbhe nafjref xvaq bs sybngvat, juvpu jnf...jrveq?
As a concept, it's good, but the execution feels like it could use some work. Idle notes from a couple of rounds:
- It's really easy to overlook exploded bombs, because they're dark on a dark background, and therefore fail to count them. Giving them a different background would help a lot.
- I won the first round, and it told me something about a bomb that was getting added, but I didn't really understand what it meant.
- In the second round, after I clicked on a bomb, it revealed over half the board (is that what the new bomb did?), which made it impossible to win (I ended up with 30 gold), which felt like a pretty serious consequence of one misclick.
Sorry! Yes, it's rot13, translatable quickly with, say, https://rot13.com/. (Serves me right for coming from a world where that's immediately recognizable and therefore forgetting to explain it.)
I am utterly stalled on the last one, and I think my not understanding something in the next-to-last is making it harder.
Va fdhner gjb, V gubhtug gur oenpxrgrq-fvk zrnag "sbyybj gur vafgehpgvbaf va fdhner gjb bs tevq fvk", ohg gubfr vafgehpgvbaf ner "hc hc yrsg yrsg", juvpu vf abg cneg bs gur cngu gung fdhner gjb vf ba. Nz V zvfvagrecergvat jung gur oenpxrgrq-fvk zrnaf?
Aha. I had AI-assisted suspicions but didn't actually know before now where to look for the tag.
Dear developer: setting aside any questions about the wisdom of using AI, I'd suggest running through your game a couple of times before releasing it. However you code things, AI or otherwise, it's always a good idea to try to catch mistakes before they go out into the world.
It's very cute, and I like the journal aspect!
One thing to think about is that nonograms become a lot easier to complete if you can click and drag--especially true if you have to click several times to select the right stitch. (To create a line of six box-shaped stitches, instead of click-click, drag, it's click-click, click-click, click-click...it's very repetitive.)
Glad you're on top of this already, because I had exactly the same thought as clansing: I did see the hint about the New Year's party being on Sunday, but a party on the night of the 31st is (in my dialect? I don't know) a "New Year's Eve party"; something called a "New Year's party" sounds like something you'd hold on the day of the 1st.
(So it should just be as simple as specifying that it's a New Year's Eve party.)
That aside, I enjoyed the deductions and the clues!
It's intriguing, but:
- The controls for turning are really slow.
- I couldn't tell what pink vs. white meant on the stars.
- I can't tell how you can tell where the connections go. Is it just a matter of going from star to star and trying each connection? (Again, this would have been easier if the controls were more responsive.)
On the one hand, "leave yourself behind as a platform" is, apologies, not the most original mechanic. On the other, though, the level design of bridging spaces, moving straight up, and handling moving platforms do bring something fresh to the genre.
But there's one thing it needs, and that's a reset button that removes all your past selves. If you're thinking "But no one could play this game so badly that they'd leave a practical wall of bodies that they can't progress past": hi there, it's me.
EDIT: OK, I made it to the end, but just to give you a sense of how bad it was, this is me and I swear I wasn't trying to see how badly I could block myself out.