Finder's Cycle #1

fizzhog's picture
Game File: 

New version 1.01 uploaded August 1st 2018 - you can no longer get lost in a boring maze - apologies if you're the sort of person who enjoys getting lost in a boring maze.

I release this one with more than usual trepidation. It has ‘what was I thinking’ written all over it. Still, this is Glorious Trainwrecks – praise be!

It’ll probably take half an hour to an hour to play. Please let me know if you find any bugs.

It’s intended as the first in a cycle of games based around the same group of characters, each game coming at the story from a different angle. Not quite an episodic game but something that means I can create a fairly involved story without getting bogged down in trying to create one large game.

This particular game is inspired by playing rather a lot of HOPAs. That’s ‘Hidden Object Puzzle Adventure’ for the uninitiated – a kind of modern hidden object game that blends in elements from point and click adventures and puzzle games. It’s a casual genre that’s too often overlooked or derided. Anyway, amongst other things, this game is a rather skewed take on the HOPA genre – lacking the usual artistic talent, straightforward narrative or commercial acumen.

Move with WASD
Continue dialogue with SPACE
On object hunting screens click with LMB
On object hunting screens H key for hint if you’re stuck
On object hunting screens SPACE key to continue when all objects found
On puzzle screen drag and drop with LMB
On puzzle screen double click with LMB to rotate
On puzzle screen R key to restart – I think I’ve fixed the bugs but just in case

Made For: 


let-off-studios's picture


I could listen to the soundtrack of the puzzle stage for hours. I took a break from the puzzle just so I could take a nap with that hypnotic music box and flowing water playing in the background.

The hidden picture and puzzle segments of the game seemed so different to me that they could almost be completely different games. But the end image brought it all back together and the punch line right before the game closes certainly left me wanting to see more.

Nice work!

fizzhog's picture

Thanks for the nice comments

I'm pleased that you felt I'd managed to tie things together.

clyde's picture

I ended up quitting because

I ended up quitting because I was tired of wandering the maze for so long.
I enjoyed the hidden-object settings, I wandered around a large antique store last week and searching for coins in the shelf-spaces reminded me of the way my eyes scanned then.
I liked that the phrases felt like something I should avoid. I thought it was neat to read them as I waited for them to pass; there seemed to be a different type of reception to their meanings than if they were non-interactive or static. At one point I felt that my character was very much avoiding the question if they ever loved Father, Mother or Home as that phrase chased them down a corridor. I assume that their implementation is a very literal metaphor of avoiding thoughts. This interpretation reminded my of some of D.T. Suzuki's advice to let the thoughts come, but to just let them pass by. As I continued in the maze I was looking for some sort of overall sensibility of the phrases; I attributed them to one voice rather than many. I concluded that they all came from a particular existential appreciation of the tragedy in the mundane. It was best summed up by "The union between skepticism and yearning". I can identify with that and it is easy for me to associate it with my appreciation of wandering around antique shops.

Bugs: I think that one of the coins was hidden behind the rabbit on the picture of a large bust of a man's face and a tiny woman holding a bottle.

fizzhog's picture

Thanks for the feedback

You're right - I had made it too easy to get lost in a boring maze. I've uploaded a new version to avoid that. Perhaps you might like to give it another go so you can see the ending? I'm glad that you felt that the phrases were coherent rather than seeming random.