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Team members
Just me
Software used
Custom engine written in TypeScript , built with Vite and React (UI), rendered with the HTML5 Canvas 2D API (all art is drawn in code as ink strokes, no image editor) and the Web Audio API (all music and sound are synthesised live in code). Tested with Vitest . Developed with Claude Code (AI coding assistant). Trailer and clips captured with headless Chrome (Puppeteer) and edited with FFmpeg . Fonts: Patrick Hand and Caveat Brush (Google Fonts, OFL). Hosted on Cloudflare , source on GitHub .
Use of the limitation
Keep warm is the whole game. Your camp is built around one fire, and everything depends on it: - Your warmth is a meter. It drains away from the flames, faster in rain and snow, and when it runs out you freeze. Frost creeps in from the edges of the screen as you get colder. - The fire itself must be kept warm. It burns fuel, so you gather wood by day and feed it. If it goes out, the night swallows the camp. - Frostlings want your fire, not you. At night they walk straight at the flames, so you wall it in, light braziers and stand guard. - Shelter matters. Tents, huts and beds warm you through the night, and Kin who join you huddle by the same fire. - The story is about warmth too: the wanderer searches for "the last warmth", an old hearth said never to go out, and slowly learns it is the fire they have been keeping. Autumn is the world and the clock. The forest is painted in autumn colours, with falling leaves, bare trees and mushrooms. As autumn turns towards winter, the days shorten: the share of each day that is night grows from about a fifth to almost half over forty days, and every night is colder than the last. Gather while the light lasts, because the nights only get longer. Late in the season, snow arrives and freezing rain soaks your warmth away. The land itself tires: the trees and bushes around a long-held camp run out, so you must walk on to fresh woods, like gathering before winter.
Cookies eaten
Around twenty. The rule was one cookie per night survived, and in testing I survived far too many nights.
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Comments
oh my gosh this is incredible?? all this in 3 days AND by yourself ?? underrated as hell this is really impressive , i hope you participate in the next few gamejams .
The sfx are really satisfying to me first of all and the art is very impressive , it feels smooth to play and the wave based genre is really fun to me so im a really big fan of this, i have no constructive criticism at all and you should be really proud of yourself for this goodjob on your game submission man ≧◡≦
It's crazy how that was made in just 3 days!
I really enjoyed the art, the feel of the game, it's quite cozy and plays nice! Good job!
Thank you!
It's just mind-blowing, how much has been accomplished in just 3 days.
Overall, the visuals and the atmosphere are mezmerising and very cozy. The monsters are so nice I felt like patting them instead of fighting (and to me that means a lot, I'm mostly used to some scary or disgusting ones in other games).
It's just, I got kinda lost during the tutorial: too many buttons, too many icons to monitor at once... or at least that's how I felt. I got scared at the amount of crafts and items there and remembered absolutely nothing T-T
But the effort and inspiration behind the project is showing through, and it warms the player's heart. Good luck!
Hello! Thank you so much for taking the time to try and for the feedback.
Too many buttons is something i got a lot as a feedback and that I will definitely try to work to simplify it without loosing too much content.
Awesome game,
One small detail I'd like is the ability to use the mouse wheel to select objects (similar to Minecraft or Terraria!).
Otherwise, it feels and plays incredibly well; I'm looking forward to the full game!
Thank you! Really appreciate the feedback!
Can you please tell how do you see using the mouse to select objects ?
What I have until now is: left-click walk to point x and right-click walk + perform action (ex. chop a tree, gather from bush).
Selecting object could be: select fence and upgrade ? (is this the direction?)
Oh, yeah, actually about that, Id like more if the left click can recolect objects! Perfoming an action like choping a tree is "natural" with a separate button, but for some reason is more easy for me to think as walking to an object and recolecting as a similar action.
I didn't understand the second part (Selecting object could be...) if u are reffering to left clicking the fence and poping up a menu, yes, that's good
Thanks got your point! Will change it in this direction.
"f u are reffering to left clicking the fence and poping up a menu, yes, that's good" - yes. that's what I mean
Extremly Cozy Atmosphere, really like it keep up that work!
Thank you!
Extremly Cozy Atmosphere, really like it keep up that work!
Impressed by the sheer amount of things in this game for a 72 hour game jam. Really nice aesthetic as well - we considered something similar in the concept stage of our project, so it's cool to see someone execute on it so nicely. I found the dialogue and controls a bit confusing - a lot of the times the targeting outline will be selecting something, and I can't interact with it, and often the click to move makes me run into an enemy when i'm trying to swing. Also, the game softlocked during the first cutscene talking to the old man. That being said, minor nitpicks on an otherwise impressive game. Good luck on the continued project!
Wow this is a lot of content for a game developed in 3 days!
To be honest maybe even a bit too much, it was really hard for me to figure out what to do optimally, maybe introducing systems slower in a more tutorialized way would work out better for me.
I do really like the artstyle and animations, really cool how they're generated
Hey. First of all thank you for taking the time to check it out! I really need all the feedback I can get.
I absolutely agree: I kept adding stuff and then one more idea popped out and not really related to current gameplay.
Regarding introducing the game slowly, how do you feel about the walkthrough ? Did it not appear at all ("Show me the way"). Is it not enough ? I initially felt it may be boring. Also,if you would consider a full version (somewhere in the future or maybe never), what would you like to see ?
I clicked on "how to play" at the start so I thought I got it & didn't need the walkthrough, guess I shouldn't have skipped it if it wasn't just a repeat 😅.
Right now there isn't really something more I'd like to see content-wise, I'd like a tighther game-loop where the first couple days it's pretty clear what I should do & don't have too many options and slowly introducing the extra concepts, as part of the early game gameplay, tutorialization while still feeling like you make progress
Totally got your point regarding the game loop. Started from tower defense idea and then it turned to 'don't starve together" experience where you should go away and explore.
If it's not too much to ask, can you please try again and don't skip "Show me the way"? I think/or i would like to confirm it is exactly what you are describing :D step by step tutorial on what to click and what each option does, not allowing you to go in away in the middle of the night (had some persons i gave to play it doing this exact thing and loosing in the first night because unclear actions).
Damn yeah, that's exactly what I was talking about!
Definitely for the jam, I'd force people (like me) to go through that & not give the option, or you could save something in local storage to see if someone already played through the "campaign" to only allow survival mode if they already did that
got you. will make it mandatory for the first run. i had this internal debate if I should force player into something or not. Thank you!
THAT IS PERFECT
Thank you so much!

Sneak Peek - working on a new character selection step:
Ain't no way this was made in 3 days...
AWESOME GAMEEEEE
How do you made it in 3 days!
SO COOOOOOL GAME!
with some help from my assistant Claude. trying to create some knowledge base / skills for it so each time i work on a game it picks up the way of working and thing that didn't go well, so next time it's a bit smoother
Cool drawing!
Just amazing, I can't even say anything man. THIS IS LIKE A FULL BLOWN INDIE GAME. AND YOU MADE IT ON A CUSTOM ENGINE?!!. I like the concept of collecting wanderers and the fact that im not bombarded with a lot of quest at first makes it pretty chill. great game man, i can't do this type of games even with months
This is so cooooolllll
Thaaaaaannnnkkk youuu! Feedback means a lot