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strong sense of mood with the 2d lighting setup - really made the most of the visuals. i had a few issues where i'd get blocked by my bait and be constantly picking it up and dropping it, eventually leading to a game over. also, part of me feels like you may have been able to keep the player in control at all times and done all narration through the cool notes system? but i'm not sure.

(+1)

Hey!

Thanks! And yes, I think that might have been possible, but I didn't have time to figure out how I'd handle the 'choices' menu if you go too far from the interactable object. I'll need to have a think - I'm sure it's totally possible. Just needs some UX design.

I've got a post-jam version cooking where the bait is properly picked up and placed in the player's arms, so there's no more risk of getting stuck with it up your bum, but that's a bit too big of a fix for me to add right now with a good conscience. My best suggestion for bait right now is to simply be aware of how silly its attachment is and try to work around it. Anyway for the most part bait isn't even necessary (aside from finishing the game, of course).

Thanks for playing!