![]() ![]() The game is presented with physical controllers in mind, which I think works great for this one. No matter if you choose to play in Handheld Mode, TV Mode or in TableTop Mode, the experience is the same as there are no touchscreen gameplay mechanics. ![]() If none work, then you’re probably missing an item! There is no penalty for making mistakes, so if you are stuck just cycle through all your items. If you try to use the wrong item, Bulb Boy will give you a sad look and shrug. You can use the L and R buttons to cycle through them to find the one you need. The puzzles are clever and fun.īulb Boy can pick up items, and these will be placed in your inventory at the top of the screen. What can you do about it? The game will give you a clue or two if you need them, but if you pay attention to your environment, you’ll be able to find the solution. For example, to open a door, you need to get rid of the deadly giant spider that is guarding it. ![]() ![]() Your ultimate goal is to save your family and restore order and peace to your home, so you set out on a quest to find out what is going on.Įvery room in the house is kind of like a level of its own, with a few puzzles to solve with the items you find in the area. Thanks to his head, Bulb Boy will be able to make use of his unique abilities, such as using his head as a light source of being able to detach his head from his body, to solve some interesting puzzle in each short section. As Bulb Boy, you will explore the house and discover puzzles to solve. We were quite surprised that it was even playable! So, we called it Hank: Straightjacket and decided to release it as a free game.A boy with a lightbulb for a head wakes up after a pleasant evening with his dog and grandfather, to find his home has been taken over by dark forces. As a side effect we created this tiny escape room experience. …Two weeks and five gallons of coffee later we finally had a build and a working prototype of the system. And so we went on a rapid prototyping spree… What happens if the player does something noteworthy during the conversation? Wouldn’t it feel strange if the hero broke a piece of furniture and the npc didn't react to it? We had some ideas on how to tackle those problems but we couldn’t be sure they would work without trying them out in an actual game. There are some challenges that stem from that approach, though. We want to change this and allow players to interact with the world while still in dialogue. In a regular game when the conversation starts the game pauses - you talk to the character and you’re basically unable to do anything else. We were about to start working on a new dialog system for our main project - Hank: Drowning on Dry Land - and we wanted it to be a bit different. Here’s the story of how this little adventure game came to be: The competition was organized by CRPK Poland and we entered it with a proposal for a small point-and-click game - Hank: Straightjacket. Last month, we’ve won a for a video game prototype! (I’m the guy in brown pants in the photo) How’s everyone doing in the new year? For us it’s been busy. Let me pass it on to Kuba - the game’s programmer - so he can tell you the story behind the game: It’s about a vigilante with time powers trying not to get shot in the head and It's now available on Steam! My friends created this 'micro' adventure game. ![]()
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