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Linus Bohman

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A member registered Aug 02, 2024 · View creator page →

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Thanks for playing it again, and for your additional nice comments! I'm quite fond of the beginning quote as well - it's the only time in the game we actually get to peek inside the mind of the dad without controlling him. Makes for a fun change of pace. 

It took a little while to get my bearings, but the quirky art and music made me keep at it. I had a bit of an epiphany once I realised I could use any material in any slot. I had an axe with a wooden blade and a stone shaft, and another axe with a stone blade and wooden shaft. Depending on the tree I faced, I could choose to be a rebel or a traditionalist. I like it!

I tried to stick with it, but was overwhelmed. Hiding myself and the bonfire behind small barrels and attacking the shadow creature with the spear worked well the first night, but by the second I had no chance. This happened multiple times - in the end I never got through that fateful darkness. Really nice vibes, really hard on the difficulty, but the end result is seriously impressive for a jam game. You managed to do a lot with the simple art. Nicely done!

This is a really cute game! The music fits it really well, and even though this gameplay is generally not my cup of tea I quite enjoyed it. I think it would make a lot of sense on a phone, using the accelerometer. I really love the description on the itch.io page of the game, describing it as "the story of a golf ball, thrown from the course it has known its whole life". That sentence gives the ball a whole lot of character. I'd love to see that reflected in the game as well - perhaps a subtle storytelling in the vein of Tomas was Alone?

Great job!

I really love this game - it's so much fun to see it grow. I admire the two of you for testing things out, putting it in front of people, and learning. It's shaping up to be a great game.

I agree with the comments Zack made on stream about the crafting system gating the start of the game, but like the solution Harnas mentioned in the chat. Excited to see that happen!

One thing I noted is that the game is starting to have quite a few effects and statuses, and it's getting a bit hard to completely understand what everything does. I like it from an exploration perspective - that means there is a lot to explore and learn to use each run. But I'm slightly cautious, since they all seem to be available at the start. Is there a way to gradually introduce statuses and effects? Or perhaps that would destroy the exploration and learning? I'm unsure, but if you introduce more it's might be something to keep an eye on.

Keep up the great work!

This was a really nice game. Clever introduction of all the mechanics, and I always appreciate amazing alliteration, like the one Munson gave us. I didn't really make friends with the controls - it was a bit awkward to have to use E in movement based puzzles that also used WASD to move around. I felt like the interaction button could have been on the mouse instead. But all in all, really impressed with this game! Incredible work!

Thanks a lot! I really appreciate the kind words <3