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In this game, the space is initially organized as one relatively large ‘room’ with two different passageways for the player to go into. I say ‘room’ because the play space, so to speak, is outdoors, but confined to Tom’s village. Within Tom’s village, there are plenty of plants, rocks, trees, bushes, etc that the player will collide with; which makes it so that the player will have to maneuver around each of the objects while exploring the village. In addition to the various plants/rocks, there are also three sprites placed within view of the player right when they begin the game, which immediately gives the player options for things to do. The sprite placed closest to the player is a sign with a question mark emoticon over it, immediately luring the player to interact with it. One of the other sprites, which is a dog, has an anger emoticon over it, while the third sprite (a person) does not have anything - which further invokes the player to move toward the dog rather than the person. The dog then prompts the player to enter the house that is next to it. Upon entering the house, the player is in a small room with some interactable objects and the player is able to exit and return to the village as well. Although all key points of interest are in relatively close proximity to one another, the player can still venture outward and explore the rest of the area before going to interact with the sprites. The last sprite person prompts the player to enter the cave, where the game shifts from a top-down to a platformer, which evidently changes the intended experience as the cave space introduces new mechanics such as the ladders and invisible teleporter.