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(+1)

Thank you for such a detailed run-down of your experience! This kind of comment is super helpful. :)

A couple of other players also posted about the bug you mentioned, and I have fixed it in the version I'm working on but haven't uploaded that build quite yet because I discovered a couple of other bugs that needed to get ironed out (just fixed those and expect to have the fixed version up some time tonight) and wanted to clean up the UI. (It's not quite where I want it, but it's better IMO in the newest version.)

I totally understand the confusion about not being able to go back to a previous screen, and the single-item-per-type inventory. While that is intentional, the fact that it's unclear is the result of the limited time to complete the jam.

In the version I will be uploading I tried to both pare down the text at the beginning and add additional details I thought were important - I didn't want to spend too much time on this though as I plan to have a more diegetic tutorial for the game when it's "done."

Thanks again for playing and I hope you will give it another shot once there's more content for it. :)

Great, thanks for your reply, and looking forward to giving it another go :)

I like the updates, though at first it seemed it might have become too challenging now, I tried three runs, in the first two I died quickly, since I was unlucky, not finding any wood for three consecutive campsites, yet having 4-5 frost damage, and encountering 3-5 enemies often at the start of each screen, so you can't go back to avoid them, nor go anywhere else because you're trapped, and one of each of each plant and even shields aren't enough to protect you, however on the third run I faced the same, but the enemies were further away, so I could manage to survive and then encountered sufficient wood.

The intro text is much easier to follow now I think, especially with the inclusion of the icons and indicators, though it would be preferable to add an option to be able to skip it, especially if already having just completed some games :) Because after my first two fatal runs of not even a minute each, I had to spend nearly as much time clicking through the whole intro again.

I also really like the addition of the "night is coming in the next screen" indicator (first I was worried the purple hue was some sort of bug), though the night itself could be slightly less dark, since it's easy to miss plants on the campsite in the dark, and sometimes even hard to find the exit, but guess it is still fine as is and a nice representation of day/dusk/night/dawn anyway :)

I also wish there were a way to be able to "rest" at the campsite, without using the wood, like if you have not taken any frost damage, but do have three "exhaustion" damage. Because of the wood shortage in the first two runs and the beginning of the third run, I decided to hang on to the wood with three sleep damage, but no snow damage yet, but then when you do have 2-4 snow damage and 3-4 sleep damage, camping with a fire only removes max 2(?) sleep damage. Anyway, again, it's still completely playable as is and adding an option like that might just end up making things to complicated, though I could imagine a prompt or something like (in pictograms only perhaps too) "sleep without fire"/"sleep with fire" when activating the campsite.

Also wondering if perhaps it's nice to add some sort of counter of campsites passed or some sort of collectibles, just as an added incentive for if you don't end up dying :) I know this wasn't something to include in the original jam, but might a nice little extra for continued (re)playability post-jam? As is now, I've just left the character at a campsite with a full health and inventory, I guess it might have been around the 20th campsite.

Thank you so much for giving it another go! I'm glad you're having at least marginal fun with it, considering. :)

I agree with your idea about a "number of days survived" or something like that, but I really wanted to finish implementing the "story" so there is an actual end to the game. However, reflecting on it, this might be nice to have regardless since players will have unsuccessful runs. It'd be nice to know how far you got even if you don't beat the game (maybe especially so?). I will probably add that in on the main screen or something.

I have some options/settings stuff on the table, actual attack animations for the Ice Mites (yes, they have names!), SFX, more enemies and environment types, etc.

I don't particularly like the way the plants and enemies spawn, so I'm working on a better implementation of that, too.

I also found another bug while continuing development, so I'm working on that right now. :/

At the moment, if you press in another direction with a valid target while already attacking a different valid target, the attack animation does not reset (like the original campsite bug). I had already thought this would be a problem and coded it not to allow an attack while one was in progress, but apparently my method to check for this isn't working for some reason.

The next update will just be to patch the animation locking issue I described above, but I'm hoping the one after that will be much more significant.

Thanks again!

(+1)

Oh, an overall "story" for completion is even better of course :) Excited to check back in a bit.