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(+1)

Maybe I am bad at the game but I got lost repeatedly and eventually lost my interest partly because of the slow walking speed. I liked the visuals and the concept though!

(+2)

Oh , that's too bad! A little hint, the game is actually designed that you don't really need to turn much. If you just walk straight ahead to talk to the girl and then keep walking in that direction, you will happen upon the first target. When you then turn around and talk to the girl again, you will already be roughly in the right direction again, just needing to adjust slightly to the left to face the marked trees.

There is also a system where signposts will appear after exactly ten minutes, as a band aid solution. I think that time limit was maybe a bit too long? I considered adding a cheat button that would spawn them in, but I felt a bit wary of screwing around with the code that late in development. Overall, there was supposed to be more graphical distinction like boulders, tombstones, broken fences, posts, mushrooms and similar as well as an actual visible path, but I had significant issue with effectively/efficiently placing assets in Godot, so the level design is very barebones.

I have actually had an idea today on how to solve the navigation issue entirely, with the added benefit of making the player truly feel lost but nevertheless always finding their target. I will see if I have the motivation to implement it in a post jam update.

Thank you for your praise of the visuals, that was definitely where the focus was this time, and I'm glad that I could get it to work.