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I liked how you can change the controls. I didn't yet know what was awaiting me...

So, you can change controls by providing a different keybind to an action. And game updates the action with new keybind. Only it does not remove the old one. So, if you change your controls quite a bit, it will remember everything you every changed it to, and every button would point to every action and it would result in quite a buggy mess.

The art is good, I quite liked it, but the style didn't fit the game quite well. Given the nature of movement, a winter ice lake would fit it better. Maybe even oiled winter ice lake.

Decisions are quite good, and results are mostly immediately seen. I didn't like that you can't skip the "stories are told, generations are passed" cutscene. Puts it off to try to replay and go for different outcomes. The music and sounds are great.

That's actually just a bug in the labels not getting updated, it does clear out the conflicts it just doesn't update the label on the conflicted button to show its no longer bound to that. Internally its a 'bind as many as you want, we'll remove old conflicts' system rather than a 'finite slots' system so that you can, say, bind QWEASDZXC as left and UIOJKLM<> as right if you have difficulty pressing a specific key and want to make whole regions of your keyboard be left / right / jump.   You can just refresh the page if you bound a whole bunch of buttons unintentionally.

Yes, the physics took a hard right turn halfway through development and we didn't get them polished to what we wanted in time for the deadline. There's a post-jam patch ready to go that addresses the slippery movement, hard landings and the all-or-nothing jumps. (Similarly, hitting ui_back to exit a level or exit the campfire scene early just didn't make the deadline, its in our 1.1 patch)