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Nice stuff. You mentioned adjustments to the early game but I think the one part that I remember feeling like would do well with a tiny tweak while I was playing was the late game cave section, actually. Namely food production ended up feeling a tad too stingy there after <story happens and a solution to prevent everyone from starving is found>. Where everything was still so lean that you end up being forced to spend every other day foraging anyway.

I remember just being thrilled to have the chance to fish again because it meant I could advance the story a bit smoother for a bit. I get the thematic significance of the situation (and I played through the game in the “survival mode”) but it ended up hurting the pacing at that point a tiny bit for me. I mentioned this at some other point but not sure you saw, so sorry if you did and I end up sounding spammy. This is,for sure, a minor thing

I heard that criticism a few times. But I don't really know what to say about it because you actually don't need to collect any food at all in the cave. the passive food from robins little makeshift garden is enough.

huh… that would solve it, yeah. Not sure if I have any saves in that part to go back and check. My impression was that if I didn’t intersperse regular gameplay with foraging (so it was: main quest, foraging, main quest, foraging) so that the food from Robin was not enough actually, it was getting consumed still quicker than it was produced. I was hoping to at least get, say, two days in a row of advancing plot.

If you have double-checked and know for a fact it IS enough food maybe the issue is more conveyance regarding food mechanics? As in “it IS fine but because of how the game presents this information to the player, some people are not understanding that it’s fine”.

(+1)

Yeah, I probably have to change that a bit to be easier to understand.