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I played this during development before it had the ticking clock and I think it worked better as a mood piece rather than a race. The floaty movement is great for the vibe but frustrating when you're trying to complete the game in a hurry, and I don't think that's the energy the game is going for.

yeah, the "fail" ending was added as a bit of an afterthought last minute, I was concerned that it was a bit of a boring walking simulator(plus I thought of the idea for the cutscene of the windmill overloading and really wanted to include that concept) I definitely went into the making of this with a clear idea of the vibes/atmosphere but no idea how to incorporate any kind of interesting gameplay into that. definitely a learning experience.