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(1 edit) (+1)

I was playing the Win install. In your screenshots I can see animals, but in my game there was no animal (maybe they are hiding?). Here is what I did:

  • I was talking to my trapper buddy, after that I was putting the traps down (also wished I could re-position them, mainly because the tooltip "Ground" was confusing - "Place Trap (E)" would have been a more appropriate feedback, I think)
  • After I put them down, I thought: That's it! What now? After a while, by accident,  I found out, that I also have to activate them. So I was searching for all the  traps again. A tooltip saying "Activate Trap (E)" would have left no open questions here.
  • Game currently ends with a summary, after you took a sleep, right? 

I like how you  shaped the environment.  Feels  pretty  natural  to  me - like a small area at the end of a valley.    Also watching out for and collecting mushrooms along the way is a sweet idea. Of cause I was trying to also collect the cat tails ;-) These little details like the  skeleton and the small "water walker" (this is how we call them over here) made me smile.

A suggestion:  I am a huge fan of The Long Dark. I think there is a  good chance for you to draw some inspiration from that game. It is also 1st person,  set up in the wilderness and amoungst many other things you can can place (and re-place)  traps for catching rabbits. Some things you might want to check and compare:

  • The way the player is walking (in your game I am kind of "hovering" or "floating")
  • Catching  rabbits with snares
  • Collecting wild plants: there is  some feedback - audio+progress bar, which suggests some kind of effort

You created a good base here for a promising game. Keep it up!

(+1)

Hello and thank you for the feedback!

The animals should appear at either end of the level, with a bunny near your camp and a fox near the skeleton log. There is a chance that they saw you and ran away before you noticed them, but the fox is a little oversized in this build, so he should be harder to miss. :)

Did the version you played not have an image of the needed keyboard key/controller button to press when you looked at the ground or other objects?

Yes, currently going to sleep triggers the end game screen. In a future version I hope to add a day/night cycle to simulate the passage of time. That way it is up to the player how much do they want to push their luck and stay out in the wild.

We call them “water skimmers”, and I’m glad you like them. I hope to make them move around the stream in a future Sprint. I’m a sucker for the small details in games. And I agree the cat tails should be pickable at some point, I will probably wait until I get a hunger/thirst system implemented. They would make a good test item for foraging for wild food.

I enjoy The Long Dark as well. :) I hope to get more styles of traps and snares in the game. That way you have to use the right type for the kind of animal that you want to trap. On the player walking, is it the lack of a headbob animation on the camera or something else that makes it feel “floaty”? I admit, I had not thought about the audio/visual feedback UI, I had been so focused on getting the new systems in I think I had a case of developer tunnel vision, but you right The Long Dark, Red Dead Redemption 2, and other games that I have been drawing inspiration from all have some kind of visual and audio cues for the player. I will definitely add that to make Backlog as a new item to work on soon.

Thank you again for the thoughtful and detailed feedback!