Until We Freeze by icxon
*TLDR: Bring your fish to the top of the mountain. :snowflake: *
Time to play: 10-20 minutes.
Controls
- WASD + mouse to look around.
- Space or mouse01 to interact.
- TAB or mouse02 to swap items.
Tools:
- Unity 2019.3.10f1 with URP stack.
- Default Unity terrain, post-processing and physics.
- Bitbucket (see repository link).
- Default Unity meshes >_< (didn't have time to open Blender).
- Casio CDP-S100 for music (made by my isolationmate) + some freesound.org ambient.
- This font from Asset Store.
Check out other two submissions by Volcanic Giraffe team on this LD:

Ratings
| Overall | 524th | 3.798⭐ | 44🧑⚖️ |
| Fun | 848th | 3.5⭐ | 43🧑⚖️ |
| Innovation | 877th | 3.451⭐ | 43🧑⚖️ |
| Theme | 88th | 4.293⭐ | 43🧑⚖️ |
| Graphics | 851th | 3.878⭐ | 43🧑⚖️ |
| Audio | 750th | 3.463⭐ | 42🧑⚖️ |
| Humor | 1381th | 2.7⭐ | 37🧑⚖️ |
| Mood | 84th | 4.256⭐ | 43🧑⚖️ |
| Given | 32🗳️ | 40🗨️ |

This is a lovely game. I never found the axe but there was enough wood to get me to the end.
I like thost small details like cold breath, fish animations, a bit different phrases on repeating cases. I would like to have a bit more things to do, not just putting woods into fire. Or, I'm sure, it could be a very beautiful "walking" game, with strange and mysterious nature around (we are in dream, right?) where it is nice to just walk around and see.
I think the best about your game is its mood with this desperate music. The level design is also clever, well done!
It would have been nice if the "health indicator" was a bit easier to see like if it had harder edges to make it easier to see as it appeared. Also the lack of fall damage and barriers around cliffs lets the player jump off cliffs instead of going down rope. Otherwise great game, the atmosphere is genuinely awesome
"I love you my fish <3" :)) It almost make me cry
;)
Anyway, well done. Any future version would need to tweak the difficulty a bit, but overall a very nice game.
Your game is good in mood - you couldn't belive how a ton of rocks fell from my chest,
as I figured out how to get the small golden one up the cliffs.
There are more "keep the fire alive" games out there, but I would say you (mainly) keep your character and his fish alive, so it fits the theme multiple times.
The random mechanics can make a run quite exciting, also a bit frustrating, though replaying was fun ... and a bit sad sometimes.
Nontheless it's still an interesting concept and I like being able to only carry two things. It can feel a little limiting but when trying to light a fire or use the soup you then have to organise your slot. You can easily keep the fish on your back though.
If there was more time it would be intesting to find more content around the map rather than just trees, I ended up blindly walking everywhere to see where to go or if there was more gameplay.
I felt immediately attached to my friend fish. I carried her (i would like to think it's her!) everywhere and felt bad for leaving her. That is until i learned i can use TAB to switch items. I didn't read instructions before starting game and in actual game the instruction came pretty late for me (i firstly climbed up, then i went back and backtraced to find chicken noodle soup, then i finally learned TAB it may be useful to put it closer to starting point maybe ^^).
It was simple, but very beautiful. Very good experience! I greatly liked it!
I'm not sure what kind of difficulty you're going for, but I managed to beat it on my first try, not really knowing what I was doing, and without finding the hatchet. I really like the concept (I'm an absolute sucker for games where coziness, warmth, and comfort are key themes. I even liked the programmer art because it lends a certain cuteness to it!), but I feel as though it's been held back by slow pacing.
Everything takes just a little too long. The level is too empty for how zoomed in the camera is, so when you're walking from one key point to the next, you don't have anything to keep you entertained along the way, which wouldn't be a problem if you moved a little faster. Rope climbing is also far too slow. And I don't think the warmth drains fast enough.
There's never a reason to leave the fish somewhere. You always have to be taking the fish forwards towards progress, and there isn't really anywhere to go that isn't forwards (there kind of is at the start fo the game, but after the first rope climb it's pretty much all straight) so leaving the fish anywhere is pointless because you have to come back for it. So because leaving the fish on the floor isn't worth it, campfires are also not worth feeding.
The meta strategy is to mount the fish to your back, never take it off, and carry a piece of fire in your spare hand (This also makes soup pointless because the fire will keep both of you warm), and abandon the fire whenever you need to climb rope. You never need to worry too much about a lack of fire in your hand because your warmth drains slow enough that you will likely find a piece of firewood next to an empty campfire.
In order to fix this, I would do the following:
* Make the hatchet essential. Remove random pieces of firewood. Put the hatchet near the starting campfire, because a player's first instinct is to move forwards, especially if they see the fish is already on a timer.
* The fish's warmth both drains faster and restores slower than yours does. Thos means sprints between campfires are more of a risk.
* To counteract the above point, make campfires last longer so you can be confident you can leave the fish behind. If the player is too worried the fire dies quickly, they won't want to leave the fish. Each piece of wood you put on fire exponentially increases the time a fire lasts, encouraging the player to gets lots of wood (so each piece of wood increases the fire duration for 5 times rather than 2 times. This number would require some experimentation).
* With all that, the player is much more free to explore. This is important because the critical path is blocked, either from a cliff face that doesn't have a rope (and the player has to find the rope which is hiding somewhere nearby), or a wooden barricade or fallen tree is in the way (which produces lots of wood as a reward).
That's what I would do. And I would do all of that because I do like the game even as it is and I want to see it get even better!
As people have stated before, it needed to be a little more challenging. I always love day/night cycles in games like this maybe something like that could have added depth.
Great work and keep up the unity development :D
I wanted a little more activity and challenging. You don't need to store resources and using an axe, you can just run forward and complete game.