I'm finally trying out some of the games from this year's yuri jam (yes, I know, 2 months late, but better late than never?).
I'll preface this by saying that wilderness survival isn't actually a genre of game I'd normally play, but the concept caught my interest anyway. Never seen someone try this sort of thing with RPG Maker before. I could theoretically see myself playing this game for the story, if it were longer and more developed, with the gameplay being personally viewed as a sort of bonus, and a vehicle for delivering the story. There wasn't really enough to do in the current build for me to get that into it, unless I was missing some events that only showed up on later days, or something similarly obscure.
Now, to feedback...
- Binding Z to Status is... OK in theory, but Z is also bound to accept/interact, like Enter (not just by default, it does that here too), so it causes some problems in practice. I'd personally prefer if it was on S or C or something.
- Would be nice to have a visual display of the current time, if only so we can see what advances it and by roughly how much. Seems like it's walking around?
- Would also be nice if the status showed hunger/thirst but I guess that is on the main screen anyway.
- Is the Mute/Poison status, which causes your health to constantly tick down until you die, caused by dehydration (low but not 0 thirst)? If so, why doesn't it go away when you use coconuts and your thirst goes up? For that matter, coconuts say they restore health, but your health doesn't actually go up, your thirst does. (Sardines do restore health, though, even though they don't mention that at all.)
- Talking to Yuna repeatedly until she gives you a gift is kind of weird, narratively. Why would she give you it the third time and not the first two times?
- Gathering flint stones early on is a little frustratingly random; you get a lot of normal rocks, and there aren't many gathering points. A one-time guaranteed spawn of 1-2 flint stones inside the cave would help. Though I guess that's what Yuna's gift already is.
Is there anything in the entire game that you can actually put in the bottles?
- The climbable rocks could probably be more obvious or better explained (as well as being faster in real time to navigate once you've done it once. The ingame-time taken is fine, maybe even a bit low, it's just a lot of cutscenes and dialogue to get up and down), though they are already pretty distinctive. I am not the most perceptive, but still, it took me three aborted playthroughs to find them.
- This log glitches out after moving it and entering/returning from the cave.