Show HN: A game my 12-year-old daughter wrote
mind-circus.org
mind-circus.org
I don't have feedback on the game so I'll just recommend a book which I think is readable for a 12 year old (I'd also recommend it to anyone here): "A Theory of Fun for Game Design" (https://www.theoryoffun.com). It's a great introduction to game design and it's full of fun cartoons.
Some feedback after playing for a few minutes: It seems the game mechanics only allows the "critical path" of advancing. By that I mean the only actions that generate a reaction are the ones that advance the plot (with the exception of moving between rooms and hints). This also causes some frustration as I basically just try to click on everything and mostly nothing happens and I ask myself if I'm doing something wrong.
I would suggest adding a click-to-describe layer. So for example clicking on a character would say something about him/her (Maybe objectively, maybe subjectively from the player's pov), clicking on an item, even one that I don't need to interact with, says something about it. etc.
This is very common in adventure games and is a great way to add lay down the story element for the game while at the same time provide the player with some interaction while looking for the actual solution to the current step.
But again, really really great.
I spent 5 minutes navigating rooms and mindlessly clicking and nothing happening until picking up one object and finally using it to solve the riddle.
Any red herrings?
Small suggestion: If items were intentionally made not to look like clickable, it's fine. Otherwise, a simple 'cursor: pointer' on doors and items would be better in my opinion.
Nevertheless, it's a wonderful piece of art. Your daughter has a promising future.
She says the items were intentionally made not to look clickable to make the game more challenging.
[0]http://store.steampowered.com/app/32360/The_Secret_of_Monkey...
In terms of playability, I managed to pick up nails, and I tried to use them on all five characters I could find but nothing seemed to work.
Also her art style is already changing again and the next game will be something completely different.
:thumbs-up:
After you stab the girl in the back of the head with the knife, the knife magically finds its way back to the kitchen.
When you get to the TV color photo thing in the locked room, you can't click on the Exit button. (It just flips to the "That's too bad" graphic). I assume this is the end? It's hard to tell.
Not necessarily a bug, just a question, it seems like there's no way to use more than one inventory slot by collecting items in advance of needing them. I'm only able to get the first item, use it, then get the next item, then use it, etc. Is that intentional?
That was a bug at first but she liked it and kept it.
Not necessarily a bug, just a question, it seems like there's no way to use more than one inventory slot by collecting items in advance of needing them. I'm only able to get the first item, use it, then get the next item, then use it, etc. Is that intentional?
The original idea was to collect more items but, you're right, it ended up being just one at a time.
A lot of my game making friends from that group became millionaire game developers by 30.
I didn't really accomplish much besides cutting my teeth doing project management, debugging, learning the horrors of waterfall.
I would love to see the new generation continue this.
What tools are kids using these days to make point-and-click style games like this?
Well done!
EDIT: I noticed that there are 'pills' in the list of items, but none of the rooms has them. Should have taken your pills, Nathan!
She said this was her favorite comment. It had her on the floor laughing!
My only feedback, it really needs UI states. Like when you hover over a button or an item in the room that an action can be taken on. Otherwise it is too hard to figure out what is clickable and what is not and it becomes a random clicking game.
I still do not know how I got out of the first room except through random clicking.
Edit: ahhh... it's a vent.
Also found a few cheats :P (#locked_room).
Seriously though this is really impressive and I love the art work... it really felt like I was in those classic red room games from a decade+ (!!!) ago
12 years old or not, this was the highlight of my evening.
EDIT: Figured it out. What a brilliantly designed game....course now I'll have nightmares. That final screen....Well played.
I feel so dumb. there's nothing I can do in this game. so frustrating. HELP!
One nitpick: sometimes the game would seem to get unresponsive if I clicked the little hint door (it'd get stuck halfway open). Only spamclicking around for a while got me out of it
Very impressive from a 12 years old.
edit: Well I guess not. I can't click on anything but the hint cabinet. Clicking on the bottom left corner of the moved me to a new room once, but I could not reproduce it.
I expected it wouldn’t be perfect and I’d have to wrangle left and right, but about an inch is missing off the left of the page even when you scroll.
As for me, i'm not too proud of how far I got... couldn't figure out which painting had a plant behind it or what to do next.