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Thanks for the thoughtful feedback! Honestly, I originally planned and had started to build out more strategic gameplay elements (fatigue, supplies, time) on the first day of the production phase. After subsequently missing over a week and a half I decided to scrap those elements though--there just wouldn't be enough time to build out balanced, quality content for them that prioritizes narrative and mood over fail conditions. I'm curious how far the remaining parts of the game can be made to work though. Still on the fence about the results so far, but I'm committing to it for the rest of the jam.