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The attention to detail to set the mood of the game feels like a cosy blanket and a warm cup of your favourite beverage. It is funny how seeing a character breathe with ease can be that relaxing.

Sound design is also on point. I read the message warning the player about the lack of music, but I personally didn't feel like it needed music. The birds, grass and wind were enough for me to enjoy the gameplay.

I experienced some confusion when interacting with the backpack and notebook in the UI. I'm on desktop so I tried to click on them. The controllers on how to open them appear when you pause the game, but since it is a slow-paced, no-danger gameplay you can easily leave it running without having to pause it (which cause that I saw the controllers only at the end of my play session).

I didn't get Trevor's age, but by the way they take notes (highly descriptive, image-based)  and talks, I would say that not older than 9 years old? Which I think would be interesting to the parents who allow their young children play games during a long car ride: it is not over-stimulating and it does not have any "adult words".

I'll gladly wait for the full-game's release!

(4 edits)

Thank you very much for playing the demo and for your kind feedback.

I mention the controls being listed in the pause menu in the intro text, but that is easy to miss or forget. To address that, I think I will implement controller prompts for most things e.g. a little 'I' and 'N' by the inventory and notepad.

Trevor is a young teenager. I think that will be clearer in the full game, and especially during the intro/tutorial area. He's old enough to be out and about on his own.

I didn't design the game with kids in mind, but I think it would be suitable for them. There won't be any bad language in it or violence. The characters you meet all have good hearts, even if they're sometimes grumpy or a little rude!