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(+1)

Yeap 😅

I used to have a bunch on instant-loose conditions (Not guarding the camp overnight, not lighting the fire by 2 am, letting food reach 0) but they where really harsh in play-testing.

I decided to remove the loose conditions and make the game an experience and a story-telling device rather than something to test your strategy.

Let's call it "the illusion of choice" 😅

Thanks for the feedback ^_^