Skip to main content

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

Moses Bejon

9
Posts
1
Followers
A member registered Jan 28, 2024

Recent community posts

I agree that that does feel slightly underwhelming, but then again, probably most rational solutions to this problem are going to feel slightly underwhelming...

One idea I had, though this is definitely quite an ambitious idea, would be for each card to have a quantity called "fragility" associated with it. This could be like a really big number like 500 or something, and it would be physically on the card so the user could see it while they were playing, then every time the card gets activated the number goes down by 1, and then when it gets to 0 it could remove the card, and potentially even trigger some other event like a reward/punishment for the user.

I like the idea of the user playing the game normally thinking "I wonder what happens when that big number gets to zero", I think it adds some additional intrigue.

Then again, I imagine it would be a hefty amount of work to implement. If I could change something small about the game though, something that shouldn't amount to that much work, it would be good if you limited the maximum number of casino chips so the game would stop worrying about them when you got too many. Like I really like the casino chips don't get me wrong, but when you have like a bajillion of them they block the rest of the UI and I think I'm right in the guess that they're responsible for most of the lag when you start making the big bucks.

I dunno if this is intended, but the "top" perk (the one that makes it so all top cards are reactivated when the eye is activated) makes it so when the eye is on the top this creates an infinite reactivation loop, which is only stopped by what I assume is some emergency depth recursion limit. 

(It might turn out this isn't a bug at all and everyone might tune in with all the other ways to get infinite reactivation loops, but I feel like relying on a depth recursion limit to keep the game playable is a little dodgy)

OK, I'm pretty sure I've just finished the real actual last level of the game. Great game by the way, the last level was really hard, and I couldn't believe it when I worked it out

This one seems damn near impossible

Every time I think I'm done with the game it just keeps going.

I actually really like that about the game

No way! Do you have it somewhere else like on YouTube or something, I could 100% listen to it by itself

Love the music, where is it from?

I really really liked this game, but the ending was slightly underwhelming for me. I don't know why? I guess the rest of it felt so deep and thoughtful but, by the nature of this being a game and not really knowing about me, the generic guesses about me (clearly based only on the information I chose to play this game) and the implication that I had to move on didn't quite sit right with me. I'm honestly not sure what would've made the ending better... Maybe some semblance of choice (leaving the hotel (limbo) vs going into the painting vs leaving in a boat with Charon etc.) at the end? Maybe an ending scene? The ending scene might involve the saved characters from the other paintings? I'm honestly not 100% sure. But other than that this game was very hard hitting and deeply meaningful, props.

Do you have the source code and images up anywhere?