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(+4)

This game screams aesthetics. There's little to no story in exploration, and the little that I did find said something about a home (play it and you'll see it c: ). All of the other notes were just messages from the developers, I'm curious how this even got in the game.

I have problems in climbing hills that looks like they should be climb-able. At the start I actually wandered off into the ocean, but then realizing I probably shouldn't be here I tried to walk back. But since the hill I came from was "steep," I couldn't go back and I ended up wandering into the ocean.

Overall, I wish they had done more story. There's nothing to do! Or so that's how it seems like on the surface. It just doesn't seem like there's story implemented at all aside from that one text.

I find the buildings you see towards the end to be very interesting. Their structure is man-made (or so it seems), so there must have been something going on here. But I wasn't able to find anything else about it bedsides more asset developer notes.

Music is very repetitive.

(+1)

Yeah there was not a whole lot of time to work on the story, most of the time was spent on getting the idea of falling asleep and a dazed feeling across, so the waking sequence - it's all key framed from opening eyelides to title sequence and pixel blur as you wake. 

It's really a walking simulator with survival elements, eg you have to keep eating, the idea is you can go further and further, would be great to keep on adding to the environment and story now the aesthetic and basic gameplay are setup.

Thanks for playing the game appreciate the feedback.