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(+1)

Thanks for playing! Double thanks for playing to the end, and triple for super detailed review!

I like that you noticed the "tool reversal" I did in the night hunt! While were on the subject of "hog radar" I figured that I should have made an indicator of when you are about to spook a boar. Changing font color depending on the distance is easy and I see that the players find the boars too easy to scare. If I get to making a post-jam-version I'll add it. And a crouch button. I feel it would help with the sightlines.

Most of the times I make a shooter I end up with a fast-paced one (although I haven't made one in over the year). I felt that the "hunt" should be more deliberate than frantic.

During the night hunt I tried to use 3d sound together with volume scaling with distance to help the player gauge the REALITY HOG's position. I had... mixed effect, but I think the idea is ok. After- jam release will probably feature some visual clues, or at least stronger flashlight.

The existential horror comes more clearly in other ending (although is hinted a bit in the one you got too). It was bold of me to expect players to get both endings though. I was afraid the bossfight is too easy... turns out it wasn't! 

As for the bug- at this point I'm aware of some, but this one I haven't seen reported yet. Might be difficult to reproduce, but I'll see what I can do!

Once again- big thanks!

Thanks for explaining the thinking behind it! The more deliberate hunt makes sense, and I wouldn’t necessarily want you to speed everything up. My biggest difficulty was getting enough visual information to make a deliberate approach, so a warning on the distance indicator sounds like a good way to address that while preserving the pace you intended.

Knowing you were using directional sound to help locate the hog at night also gives me more context for the audio. That’s where bringing the player’s footsteps down a little might help those threat cues stand out.

One clarification on the position-snapping issue: I was playing the browser version, and I haven’t compared it against a native build. I’ve wondered whether it might have been specific to that browser session or my setup rather than something that would happen across versions. I don’t have enough information to identify the cause, though. What I observed was that I would sometimes stop after walking for a while and then appear to snap backward several meters. Hopefully the browser context helps narrow it down.

And that’s useful context about the other ending. My reaction to the existential-horror side was based on the one I reached, so I can’t speak to how the other ending develops that idea.

I appreciate you taking the time to talk through the decisions behind it. The radar reversal was a thoughtful touch, and that ending music really did leave a strong impression!