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Thank you for playing, and the feedback. Glad you enjoyed it. 

The original scope was much smaller, but we liked what we had and let it grow. We do have some ideas for more, but also feel that there is a limit to what we could do with it, and want to focus on other projects for now. It will likely show up as a mini-game in a future project. I like the idea of more variability in each game, and we'd certainly add it if we were going to expand the game. We initially were not sure we were going to take part in this jam, so had wanted a simple game we could do in a few days, and would not expand after the jam, while still working on expanding our previous jam game.  Catching butterflies seemed simple enough... It ended up taking much longer than planned, especially when the web issues showed up, but also taught us a lot. There originally were more tress in the path, but they got dropped when we ran into performance issues with the web version. Those performance issues are also why we have so many options in the settings. We added them as we tested, and left them for anyone who still had issues, with defaults that should be good for most.

My guess for the dialog issue would be the key remapping to use the mouse. If you click on the dialog box itself it will advance, but it also advances when you press swing or interact. It may have triggered twice. We had not tested with the mouse as swing or interact, so did not think to add a check to prevent double input from the different sources. We did most testing with a controller, but when using the keyboard it does make sense to have the mouse handle at least swing, so we will look at that in the future.

At night it ended up just being the shader effect and that you could not drop off butterflies after Leonard went to bed. We tried to add a, vague, story element for why you had to end the day at a certain time, and would start back at camp. We had several other ideas, including the dragon showing up, but they did not make it in.

Thanks again for the kind words.