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Thanks so much for all the feedback! We definitely started development a bit late into the jam that made writing a bit more rushed, which is why the memorable bits (the pizza box and the lunchbox) felt out of context. However, we hope to update the game with more characterization like you mentioned. I really like the "pizza monster" line suggestion! 

With more time toward the end, we were going to try to make a narrative of Leaf helping Shelly to sail her ship off, with Shelly being a bit more "unreliable" by asking the player to go off into the deeper, creepier parts of the forest and retrieve some of her "ancient treasure" after the ship sets sail. With the time constraints, we settled on a less creepy, more immediately wholesome vibe going on. I'm hoping I can convince the team to go back to writing some more of the unsettling parts.

Using the rest of the yard as sort of a scavenger hunt is a great idea! We used this jam to test out building an inventory system, but unfortunately we only had time to hide one very missable item around the yard to pick up. I agree that a better introduction to items via actually having to pick them up would be more effective, so we're hopefully going to be able to put that in going forward.

Thanks again for the feedback, and I'm glad you liked the bits that are there! Our artist (fishchiesa) did an incredible job of making the atmosphere feel as charming as it did, and I hope we'll be able to really cement that feeling into the narrative moving forward :)