If you mean the main menu, if I had released a desktop version (which I forgot to do), the "Stay in Coma" is just the quit button. If you're referring to something else, do specify what piece of dialog. Most of the time multiple options just give different pieces of dialog and rarely any effect on anything.
floatyHrzn
Creator of
Recent community posts
Hi, this is indeed planned to be iterated on in the future in a successor game. However, when I'll get around to it is unknown as I do have a few games already on the backburner. I expect to maybe look back at this concept in... 2 years maybe? As one year has to go to a school assignment, and another to finish the main game I'm working on (Umi Sailer). Though it may be longer.
Hi, your criticism of the architecture is a point I felt too once I was "finished". Because I wanted to try and do all assets by hand, mainly to learn Blender; once I had gotten the important gameplay assets, the buildings just didn't have enough time left to be distinct and were sort of rushed. This issue is planned to be fixed in this game's successor.
The issue of getting lost is something I would love to solve in this game's follow-up. As being new to blender (and making 3D games in general) I didn't know the best way to make the buildings. The sound is not an issue on your end, more so on me just forgetting it, and then it being too late to find. Still great that you were able to enjoy it!

