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You are so right about finding a way to better keep track of the babies. We had a tutorial scene without babies to get used to navigation, the layout of the level + the hunting mechanic. The babies were intended to come mid-way in game-play, with a more forgiving start that evolved to a more difficult experience. The exploding trees were meant to give some sort of indication as to where one of them would be at the moment, but it's not helpful enough. A mix of a "smell" sense and a better vantage point should do the trick. Thanks for the review, it was very helpful!