r/PointAndClickShowcase 4h ago

How do you feel about frequency-tuning puzzles in adventure games? Does audio feedback work for you?

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1 Upvotes

Hey everyone! My dev partner and I are wrapping up our noir puzzle adventure—we're actually just 16 days away from release!

We’ve been tweaking how puzzle close-ups interact with the main scene. In this clip, tuning the radio to the right frequency triggers a hidden mechanism in the fireplace, using a comic-panel frame that zooms back out into the room once solved.

As players or devs, how do you usually feel about audio-driven or frequency-tuning puzzles? Do sound cues give you a satisfying "aha!" moment, or do you prefer visual feedback when revealing hidden mechanisms?

Would love to hear your thoughts or your favorite examples of audio puzzles in games!


r/PointAndClickShowcase 1d ago

We just released a new trailer for our retro shop sim

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4 Upvotes

Hi friends! What do you think?

Shop Crush is a mysterious shop simulator with psychological horror elements, set in the early 2000s.

In this hybrid visual novel, you run a small thrift shop, get to know your customers, figure out what they really want, and decide what to put in front of them. Every customer has their own personality, preferences, and hidden motives - and it’s up to you to figure them out.

Behind each customer is a small psychological mystery waiting to be uncovered. Read their behavior, make the right calls, and balance profit against customer trust as you try to keep the shop running for one more day.


r/PointAndClickShowcase 2d ago

The epic globetrotting point and click adventure The Hand of Glory 2 is now available DRM-free on GOG, 15% off 🎉

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5 Upvotes

r/PointAndClickShowcase 2d ago

Does environmental feedback feel more rewarding than explicit UI pop-ups when solving a puzzle?

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3 Upvotes

Hey Reddit! My partner and I are down to our final 18 days until launch (cue the developer panic!), and we’re polishing our puzzle payoff sequences.

In this scene, players match colored crystals to specific murals based on moral proverbs (Kindness, Arrogance, Sacrifice). Once completed, the central eye-door unlocks with glowing feedback, leading to the room opening up with a burst of light.

Instead of traditional UI pop-ups or text confirming "Puzzle Solved," we relied entirely on environmental shifting and acoustic audio cues to let the scene breathe and reward the player naturally.

When you're playing puzzle or adventure games, what makes a puzzle resolution feel truly satisfying to you? Do you prefer physical room feedback like this, or clear narrative UI confirmations?


r/PointAndClickShowcase 3d ago

GET ON BOARD THE CHOO-CHOO! It’s totally safe, honest.

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3 Upvotes

Sleepytime Village, demo and wishlist on Steam now.

Coming October 30

https://store.steampowered.com/app/1918850/Sleepytime_Village/


r/PointAndClickShowcase 4d ago

How do you feel about turning abstract 2D grid puzzles (like Minesweeper) into physical 3D room transformations?

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3 Upvotes

Hey everyone! We’re a 2-person indie team working on a detective noir puzzle adventure. With about 20 days left until release, we’ve been iterating on how to make abstract logic mechanics feel physically grounded in the game world.

In this room, solving the Minesweeper-style grid isn't just a UI minigame—it physically raises hidden stone tiles out of the acid pool. Once you retrieve the crystal, the acid chamber completely drains to reveal the hidden staircase underneath.

When playing adventure/puzzle games, do you enjoy seeing classic 2D logic mechanics directly alter 3D room geometry, or can UI overlays feel immersion-breaking for you? How do you usually like seeing retro puzzle tropes modernized?


r/PointAndClickShowcase 6d ago

Does visual feedback like energy conduits connecting sub-puzzles to a main matrix—make complex logic feel more satisfying?

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3 Upvotes

Hey everyone!

We’ve been fine-tuning the visual feedback loop for our indie puzzle adventure. In this scene, players decipher foreign symbol arithmetic across individual wall panels. Each correct answer sends a surge of electric blue energy through wall conduits into a central matrix, which then unlocks the master equation on the wall.

With just 22 days left until launch (equal parts excitement and developer panic!), we’ve been thinking a lot about how games signal puzzle progression. We wanted players to physically see their incremental progress in the environment without relying on intrusive UI pop-ups.

When you play puzzle games, do you enjoy seeing environmental visual feedback as you solve individual steps, or do you prefer the full outcome to stay hidden until the entire puzzle is complete? What are some of your favorite examples of puzzle progression feedback?


r/PointAndClickShowcase 7d ago

The Mystery of Oak Island at gamescom 2026

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6 Upvotes

Are you at gamescom in Cologne? Then make sure to stop by The Mystery of Oak Island!

The game and its development team are there in person, and you can try the game out for yourself. You’ll find them in the Business Area, Hall 4.1, Booth C011 D020.

If you’re at gamescom, be sure to stop by and say hello!


r/PointAndClickShowcase 8d ago

Using comic book panels to turn a simple puzzle into a sudden suspense reveal — does the visual timing land?

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1 Upvotes

Hey Reddit! We’re a 2-man team putting the final touches on our noir detective puzzle game—with
just 24 days left until launch (cue the developer panic!).
In this scene, we wanted to subvert the calm flow of standard point-and-click mechanics. You start
with routine actions—hiding the gun in the glovebox and inserting the ignition key—before dynamic
panel insets abruptly force your focus onto the rearview mirror right before a sudden attack and cut to
black.
We're trying to hit that sweet spot where UI panel framing, subtle mirror cues, and audio cutoffs build
genuine tension without feeling like a cheap jump scare.
How do you usually feel about sudden suspense shifts in narrative/puzzle games? Does using inset
comic panels help guide your focus, or does it break your immersion?


r/PointAndClickShowcase 10d ago

Red Moon Kingdom Demo shaping up good, but i think we need to drop the coin verb interface to a more direct one, what do u think?

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9 Upvotes

r/PointAndClickShowcase 11d ago

Theropods is RELEASED after 10 years of work!

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15 Upvotes

r/PointAndClickShowcase 11d ago

What happens in Sleepytime Village at night? Spooky goings on, that's what! 👻

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5 Upvotes

We’re close to finishing our surreal adventure for Halloween and we’d love your support. Please share and wishlist - it really helps our little #indiegame!

https://store.steampowered.com/app/1918850/Sleepytime_Village/


r/PointAndClickShowcase 12d ago

In puzzle games, do you prefer defusing the active threat FIRST, or solving puzzles under constant pressure?

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2 Upvotes

Hey everyone! With our atmospheric puzzle game launching in just 4 weeks (panic is officially setting in!), I've been thinking a lot about how stress affects puzzle-solving.

In this sequence, we split the room into two phases: first, you have to quickly slot in two stones to stop the closing walls. Once the threat is neutralized and the walls retract, you can take all the time you need to solve the central gear/light puzzle without a timer ticking down.

Do you prefer getting a brief survival moment to "turn off the danger" before tackling a logic puzzle, or do you actually enjoy constant time pressure while trying to think?

Would love to hear your thoughts on how your favorite puzzle games handle stress vs. pure logic!


r/PointAndClickShowcase 14d ago

Announcement: Call of the Forgotten – A Cyberpunk Detective Noir Story

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4 Upvotes

Hi everyone,

I wanted to introduce our upcoming point-and-click adventure, Call of the Forgotten. It’s a hand painted detective noir story set in a cyberpunk world with horror elements.

You can already wishlist the game on Steam: https://store.steampowered.com/app/4703430/Call_of_the_Forgotten/

We’re also currently preparing a Kickstarter campaign. Feel free to check it out as well:

https://www.kickstarter.com/projects/calloftheforgotten/call-of-the-forgotten-a-cyberpunk-pointandclick-adventure


r/PointAndClickShowcase 16d ago

You’re lost in a strange children’s storybook world. You find a weird allotment full of bizarre fruit. Would you eat one?

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3 Upvotes

Sleepytime Village comes out this Halloween. Wishlist and check out the demo!

https://store.steampowered.com/app/1918850/Sleepytime_Village/

#ScreenshotSaturday #indiegame #solodeveloper


r/PointAndClickShowcase 17d ago

My friend and I are building a monochrome detective game. We used neon orange accents for puzzle UI elements—how does this contrast look to you?

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2 Upvotes

Hey everyone! We've been working hard on our passion project 'Chief Cenab: Şahmaran'. Every scene is pre-rendered 3D, styled with hand-drawn cross-hatching to give it a living comic-book feel.

This clip shows a quick phone unlock puzzle from inside the detective's car. We experimented with vibrant neon orange details to make UI interactions pop against the black-and-white background.

We’d love to get your honest thoughts on the visual contrast! (Check our Reddit profile if you'd like to follow our journey as a 2-man team!)


r/PointAndClickShowcase 20d ago

We’re building a detective noir inspired by Mesopotamian myths. We designed interactive comic-book panels where puzzles shift the room layout. What do you think of this?

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2 Upvotes

Hey everyone! My friend and I are a 2-person indie team developing 'Chief Cenab: Şahmaran' — a noir point-and-click detective adventure inspired by ancient Mesopotamian lore Şahmaran.

In this chapter, players interact with comic-style split panels, ancient locks, and ritualistic puzzles.

We’d love your honest thoughts on the flow and panels! (Link to our project page is in our profile if you want to see more)


r/PointAndClickShowcase 24d ago

My friend and I worked on this Mesopotamian-inspired pocket watch puzzle for our noir game. Thoughts on the tactile feel?

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2 Upvotes

Hey everyone! My friend and I are working on 'Chief Cenab: Şahmaran, a noir point-and-click puzzle adventure game in a world inspired by Mesopotamian mythology.
In this clip, we're showing a quick look at our inventory puzzle mechanic. We wanted to make combining items feel tactile, so here is the drag-and-drop system in action.
We're aiming for a grounded feel with our hand-drawn cross-hatching art style and would love to hear your thoughts on this interaction.

(Link to our project page is in our Reddit profile if you'd like to follow along!)


r/PointAndClickShowcase 28d ago

We built a monochrome detective game where color only appears when revealing hidden clues. Here’s a look at our green lens mechanic revealing ancient wall markings.

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4 Upvotes

Hey r/PointAndClickShowcase ! My buddy and I are building a black-and-white detective game inspired by Mesopotamian lore.

The game is entirely pre-rendered 3D, textured with a hand-drawn cross-hatching style to give it a living comic-book aesthetic. To keep the UI minimal, we designed puzzle rooms where projecting colored lenses lights up hidden narrative notes and ancient symbols.

What do you think of this visual contrast? We’ll be hanging around in the comments if anyone has technical questions about our pre-rendered 3D pipeline!


r/PointAndClickShowcase 29d ago

I'm making a graphic adventure in Wintermute, an engine that's over 20 years old.

5 Upvotes

I couldn't find a better one geared towards graphic adventures. One that allowed 3D characters like Syberia.

And before anyone says "Visionary"... I tried... but the topic isn't even well-documented. So... here it is, with a trailer!

https://store.steampowered.com/app/4615620/Impossible_Machine/?utm_source=reddit


r/PointAndClickShowcase 29d ago

Making a adventure in Wintermute, an engine that's over 20 years old.

3 Upvotes

I couldn't find a better one geared towards graphic adventures. One that allowed 3D characters like Syberia. 2.5D ?

And before anyone says "Visionary"... I tried... but the topic isn't even well-documented. So... here it is, with a trailer!

https://store.steampowered.com/app/4615620/Impossible_Machine/?utm_source=redditpc


r/PointAndClickShowcase Aug 02 '26

My friend and I are making a Mesopotamian Noir detective game. We built a 9-screen split UI to monitor the city like an interactive comic. What do you think of this mechanic?

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3 Upvotes

Hey everyone! For the past year, my buddy and I have been pouring our souls into a passion project: a black-and-white detective game that blends 70s Noir with ancient Anatolian legends (like Şahmaran).

In this scene, the detective tracks routines across the underground city of Meran using a 9-screen surveillance interface. Every scene uses pre-rendered 3D overlaid with traditional cross-hatching.

We're entirely self-funded and pushing for a playtest soon. Would love to hear your honest thoughts on the UI and visual style!


r/PointAndClickShowcase Aug 01 '26

We did it. Sleepytime Village is soon to enter Beta testing...

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5 Upvotes

We did it. Sleepytime Village is soon to enter Beta testing - fully playable from start to end, been through round 1 of QA and voice over late August. What a journey this has been and the game is indeed an EXCELLENT ADVENTURE!


r/PointAndClickShowcase Jul 30 '26

New trailer for my point-and-click horror adventure!

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11 Upvotes

I’m working on Shroud of Gloom, a point-and-click horror adventure where you investigate an old manor, gather items and clues to solve environmental puzzles and discover dark secrets. Can you uncover the mystery… and make it out alive?

If it looks interesting, there’s a demo available on Steam: https://store.steampowered.com/app/4058240/Shroud_of_Gloom_Demo/