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(+1)

The concept is pretty interesting, and the feel of the game is good. It feels quite roguelikey for something made in love, which I enjoyed, and the writing is good. I didn't intuitively pick up what was happening in interactions when I started playing, but it feels like there's quite a bit to explore there, so I'll be coming back to it. The game produces an unresizable windows that's too big for my small screen though, so I have to do something really weird to peek at the hints for the controls. Downscaling would be much appreciated.

This game is a good example of what people should do to succeed in the challenge, in my opinion. (An example of what not to do would be my own submission :D)

(+1)

Sorry about the locked resolution! Usually I'll do something to try and support smaller screens, but time was a little tight this time around. Watch out for a post jam version though, definitely top of my list for improvement.
Glad to hear you enjoyed the writing, to be honest I'd be writing these little descriptions regardless of whether anyone was reading them or not, but it's good to hear that some people are :)
A bit more instruction in the early game is another feature that's high in my priorities for if I come back to this one.
Try not to dwell too much on success and failure in these things, at the end of the day it's all about what you can get out of it. At this point 7DRL has become for me like a spiritual test of endurance, a week in the year where I grind myself to the bone to create something, just to see if I still can. It's also pretty fun.