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Quiet Little Feet

A member registered Nov 12, 2016 · View creator page →

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(4 edits)

Choices are super important to us. In this post I'll detail some of the ways we make sure they matter.

We make choices matter by tracking a lot of choices the player makes:

♢ We have a bunch of hidden stats in the game that track your playstyle, and every single choice affects these, tipping the scales ever so slightly each time
♢ We also track a massive amount of events and decisions specifically
♢ We have “skills” – these are passive “abilities” that are unlocked by playing a certain way. Sort of like habits.
♢ A lot of choices and actions have “hidden stat”/event/skill requirements, which if you don’t meet, you’ll still see them but wont be able to select them

For example, in a hypothetical scenario, a hidden stat could be how much a character you’re talking to, including the protagonist, likes you. If you anger him enough, maybe it’ll erupt into an argument. At this point we would take note of this, so that any future interactions with him will reflect this.

If you do a type of action for it to become habitual, you might get a skill that reflects this, which would make certain future dialogue or action choices available (or others unavailable).

Note that this does not only affect dialogue choices, but also actions you can perform elsewhere in the game.

Every single small choice you make builds up, and shifts the direction of the story. While there are crucial moments and big decisions to be made, they happen within the context of the numerous smaller decisions, even those as trivial as the way you greet someone, that – true to life – ultimately decide who we are.

We announced the game yesterday and we're super curious to hear what people think about the website, trailer and minigame. I'm looking forward to posting more updates, and some gameplay as soon as we can. I'll plug some links here:

DEMO and website:


Steam page:


I dont see how "you can figure it out within 15 minutes" is "macho git gud" crap.

There are literally hints drawn on the ground indicating where you have to use your powers, I dont see how that's not self explanatory design?

That may be the case, but then it's a problem specifically affecting you. I figured out what to do in 10-15 minutes while exploring several areas and managed to complete objectives right after. It really isnt that difficult.

The game doesnt tell you what to do because you're meant to explore and find out.

It's sad people are getting lost when the game doesnt hold their hands with a displayed quest objective or a marker or minimap.