Nope, just made to simulate the multiplayer experience. It was a game jam project for Ludum Dare 48.
Fydar
Creator of
Recent community posts
Yeap 😅
I used to have a bunch on instant-loose conditions (Not guarding the camp overnight, not lighting the fire by 2 am, letting food reach 0) but they where really harsh in play-testing.
I decided to remove the loose conditions and make the game an experience and a story-telling device rather than something to test your strategy.
Let's call it "the illusion of choice" 😅
Thanks for the feedback ^_^
Oh man that was awesome :P
Really appreciate the ragdoll physics. Felt like a hyper-casual game :) I would appreciate perhaps a bit more difficulty, but I know a lot of people would disagree with me.
Really enjoyed timing different hits with the last hit on the enemy just to enjoy different ragdoll effects.
Nice stuff :)
As soon as I figured out that the text on the right was my controls (btw good introduction making the player click "Wash Ashore" first) I was really excited!
Really love the visual style of the game, the UI is nice and reactive with the hover effect (hard to do when you only have 3 colors to work with).
The actions where quite intuitive. I had a feeling that if I stayed somewhere long enough I could start a shelter and then before I knew it the option appeared.
Really enjoyed it :)