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Thank you so much for the feedback! Yes the fullscreen is a bit rough, but pygame's one doesn't work with i3, so I made that dirty thing. Would you suggest adding an "hold" overlay to the snuffed fire, maybe only the first time you do it, to make it clearer?

Ah ha, that makes sense. Personally, I prefer running everything in a window, so my workaround was a better fit for me than any properly behaving fullscreen mode would have been.

I think some kind of prompt or indicator might be a good idea. If it were my game, I'd probably lean toward having the other character respond to the fire going out and squeeze it in with that dialogue - though maybe that's not a good idea since it's easy to click through dialogue accidentally before having a chance to read it all.

One other thought on the re-lighting UI - since the bar was emptying, that made me feel like my embers were losing heat. Having the bar fill as it gets closer to being re-lit might be more intuitive.

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wow we actually had the same thought process, I added in the refined version both a windowed option and a dialogue (if you enable tutorial dialogues) for lighting the fire back! There was the chance of you skipping it by accident, I initially just put an empty dialogue line before, but I just realized I already have a way to stop dialogue interactions with a timer. Also the bar growing instead of shrinking is a good idea, thank you!

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Fantastic! :D