
So even though this is a short, weird game, I’m really proud of what I made. I starting to pay more attention to details, and I think I just created something that’s.. okay. I dunno, but this is a game that makes me happy when I think of what I created. – [Author’s Description]
Perpetua (Daniël Haazen)
Posted by Terry
on August 23, 2012

This is a neat idea, but it looks like there’s a somewhat intractable design problem at its core, which is that (trying to avoid spoiling) the method the player has of triggering anything meaningful by definition gives the player the trivial ability to win the game according to the terms laid out up until then.
The easy solution would have been to make immediately clear, via the first part of the second section, that there are now other meaningful ways of having an effect on things. Instead, we have the opposite, where it’s a 30-or-so-second wait each time to get to the portion of the second section where you *might* stumble upon something you can do that causes an effect. I think my point is that there’s not enough there to incentivize that behavior (and that the wait between failed experimental attempts is far too long). At minimum, the order of the three movements at the beginning of the second section should have been reversed.
But I do like the idea. And its tone. Maybe I’m overreacting and the (apparently) intended behavior just needs to be thought of as a secret and not as core gameplay?
Hi, I’m the creator of the game. Thanks for playing! I’m not sure how to answer your question. I guess I just took the usual from games, and did the counter attack at last.
Could someone let me know how to get the game to run? Windows 7 says it’s broken.
Somehow I ruined the download, without me noticing. I’ve fixed it now.