We're so glad you enjoyed this! Thanks for the feedback!
1. I will say (this is the playtester of TI2 talking here) that the basement was redesigned because of the same "jamming" method because originally you could just jam yourself in front of the stairs and wait it out. But I got sick, and the main dev had limited time and was unable to check/redesign for those other areas in time. The main dev is also the artist/composer/everything, so everything here was done in one week by one person, and having the playtester out of commission definitely meant some things would need to get readdressed post-jam.
2. The funny thing about the text speed is we both talked about it because in the past we've made the text speed too fast. So I guess we undercompensated in this case. Adding a full text load option before it skips is a great idea.
3. My understanding of the story is that the ending text (when you survive until sunrise) is supposed to sum up the metaphor for the hunger being like greed. The insatiable greed draws people in just like the insatiable hunger draws the wyndigo to feed on people, but if we abstain it solves the problem. If the dev has a better summary, I'll have him post.
4. The intent was to either barricade yourself or others. I found it depended on which floor you were on to decide which strategy made the most sense.
Truly, we appreciate the thoughtful feedback! Thanks!
Viewing post in This Incredible, Horrible, Hunger jam comments
Hi! The main dev speaking now.
Your feedback was very detailed and greatly appreciated. I'm planning a post jam release with many overhauls. As you pointed out there are a lot of opportunities to further explore greed - especially in an old manor with (presumably wealthy) patrons.
My intent is to break it into a three act structure - introduction, expanded house exploration, then the survival portion.
Thanks again!