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(+1)

Really cool idea! I had a bit of trouble telling whether or not an item was selected at the start as it wasn't clear what the different colours meant, you could maybe try using symbols like a tick or a cross but even better would be moving things to a separate 'feed' panel to make it very obvious what you are giving. It would also be nice to have the things you don't feed stay in your inventory the next day as it's a bit annoying to pass up on poisoning to win trust then no poison spawning when you have it. You could even go further and have held corpses rot over time so there are more ways to harm the creature! 

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Thanks for the feedback Wayne, these are all great ideas :D

we had a similar idea at one point that maybe the fish could rot during the day, so depending on when you gather them they can add or remove strength, but didn't have time to explore the idea before the deadline :/

we have also considered maybe a crate or cooler that you could put items in to save them for the next day or something, I guess I was concerned that this would make the game too easy, but I'm sure there's a way to balance it into the game.
I think that it would be a good move to incorporate more features that have an effect between days like that in general.

we also thought about maybe being able to lay a trap on one day and then a dead animal would spawn there the next, and I think this would still be cool to pursue, like depending on where you place them it will spawn different animals or something. 


I've locally changed up the feeding menu so it should be easier to use, I'll update the game in the itch.io page once the rating period is over.

it's a shame that there are ideas didn't make it into the submission, but feedback like this helps to direct us forwards with the game :)