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(+1)

I made it to the second day, but not quite to the ending. 

I really love the visual style of the game and the atmosphere of the music. It evokes a real nice balance of uneasiness and the coziness of the autumn setting. Your color choices were very nice and I think this is one of the most pleasing games to look at in the jam so far. 

I had some gameplay issues. I died many times due to being locked into the eating animations and my thirst meter draining quickly. I think that slowing the rate of hunger and thirst would dramatically improve my experience and make me more willing to explore the map. I ended up doing a few runs just to walk around the map without worrying about food or water just so I could get a proper layout of the map. I called those my sacrifice runs, which I don't believe was your intention for a player to do. Also I died due to picking up the key and being soft-locked out of being able to eat or drink for the rest of the session. I never figured out how to put the key down or find an object to use it on.

I actually didn't mind too much not having camera controls, but I do think it would be worthwhile for a bigger release of this game. I could definitely see this game becoming a much larger project and being a very fun release for you. Really cool stuff! It felt a lot like a prototype for a much larger game about surviving the woods as an injured mouse. I would be really curious to see what a bigger release of this game would look like.

(+1)

Thanks for giving it a try! In hindsight I do sort of regret not letting players put down the key anywhere, or at least giving them the option to place it in the shelter earlier on in the day.

...that being said, I might have just given a hint as to what you are supposed to do with it.