Update overhauled a lot: - fixed game ending - fixed bugs a lot - fixed map - mostly fixed audio - lighting was set up - balanced items, etc... ______________________________ Post-Jam brought to final view as close as possible for few days: - added game mechanic - map changes - improved visual - improved audio - fixed bugs, etc... ______________________________
My main problem with the game is that it is a bit unclear what to do in the beginning and how to keep yourself alive, especially warmth-wise. Didn't encounter any bugs tho! Or so I think :)
A very cool game! At first, I didn't realize that crafting was even a thing, so I got a little frustrated. However, once I figured out that crafting was an option, figuring out each individual element of the game was fascinating. The audio and atmosphere was great. Overall, I would recommend telling players in-game what the craft button is, but still keep quiet about everything else. Figuring out the game piece by piece is part of the magic.
The game is interesting in its originality, but at the same time it reveals itself little by little, a little simplification would be perfect, creates a sense of presence, definitely the best in its genre.
I do enjoy the darkness, the sounds and the menu. :) Unfortunately I didn't find anything to interact with and I couldn't figure out how to craft anything (I suppose I'd have to pick up the items), so I mostly looked around, enjoying the ambience. I might give the post-jam version a go.
I love the atmosphere of this! There were a lot of systems in place (cold, hunger, and resources) that made this game very engaging. There were even icy areas that made cold go down quicker. I think the level design you accomplished was very smart! It was definitely a challenge, especially given the limited sticks and the scarcity of flint to make rope. I made it a good way through all the available tunnels that didn't require rope, but I only found one flint. Then I die of cold in a particularly long stretch of ice.
I can think of a few simple tweaks that you can consider. * It felt punishing to have to pick food from a bush before harvesting the sticks, especially when my food wasn't very low, and sticks were such a precious resource. Maybe allowing the player to stash food (berries and mushrooms) to consume as they need it? * to I suggest a little more light without a torch, otherwise it's virtually impossible and just leads to a long, slow death :) * Make flint a little more common, at least to allow the players to progress further. After all, it's a game jam, and you worked so hard to make much more content than I was able to see!
For sure one of the best moods I've seen in a game jam! I actually liked the lack of guidance, it left more room for exploration in my opinion. I'm glad you're continuing the work on it!
@hawkin, Thanks for sharing with your experience. I appreciate, glad you liked it. I'll answer your thoughts: - It was made intentionally to force the player remember resource spots to come back and create pressure, so you can't feel safe most of the time. On the other side, you right, I didn't have enough time to implement full inventory system and more complicated survival system, I had a bit different view at the beginning. - I putted sense into it, darkness provides death. You should not let that happen. - This is forcing the player to explore most of the cave. / This way I need more complex cave and game systems, so for now it's pretty simple and balanced. (I guess)
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It's a nice game.
I can think of a few simple tweaks that you can consider.
* It felt punishing to have to pick food from a bush before harvesting the sticks, especially when my food wasn't very low, and sticks were such a precious resource. Maybe allowing the player to stash food (berries and mushrooms) to consume as they need it?
* to I suggest a little more light without a torch, otherwise it's virtually impossible and just leads to a long, slow death :)
* Make flint a little more common, at least to allow the players to progress further. After all, it's a game jam, and you worked so hard to make much more content than I was able to see!
Took me a while to get how it works, but it was nice to explore around once I did.
I get lost in tunnels like this, couldn't find 2 flint.
- It was made intentionally to force the player remember resource spots to come back and create pressure, so you can't feel safe most of the time. On the other side, you right, I didn't have enough time to implement full inventory system and more complicated survival system, I had a bit different view at the beginning.
- I putted sense into it, darkness provides death. You should not let that happen.
- This is forcing the player to explore most of the cave. / This way I need more complex cave and game systems, so for now it's pretty simple and balanced. (I guess)