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Dave_Lemonade had it right when he called it “claustrophobic”; there’s this constant feeling of the situation pressing in on you. It’s very unforgiving… maybe a little bit too much so for my tastes. It seems like you absolutely have to drop what you’re doing when you get a warning, or else. But maybe that’s just because I kept pushing it too much. Perhaps some sort of meter or countdown to indicate just how close you are to dropping dead of hunger/cold?

One little niggle: requiring two different tools to harvest the plants just seemed like extra steps for extra steps’ sake.

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but that's what the game is about. about anxiety, stress and constancy. the absence of indicators of cold and hunger is intentional, to contribute to this feeling of uncertainty. this is not a game like Stardew Valley or Minecraft, it's a short and hard game about strictly following a routine.

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Oh, I entirely agree with you. I’m sorry if I was making “claustrophobic”/“unforgiving” sound like a bad thing… at least, like an objectively bad thing. It’s clearly intentional, it’s very atmospheric, and I think it will appeal to a lot of players. I just wasn’t sure whether or not it appealed to me. I should’ve explained myself more clearly.

Similarly, I didn’t mean to say the game needs such indicators. Rather, I imagine this hypothetical meter as an “easy mode” allowance, which would make the game more accessible to players who, like me, are on the fence. Those who already enjoy the game with its anxious atmosphere would of course do without!