Escape the dark, scary woods where the only enemy is fear itself.


Find the exit of each area and move the characters on to it to leave. Try and complete the game with the most characters in the fewest turns.


  • Activate a character by clicking on their play button and see whether they pass or fail their morale test. The higher their morale the more likely they are to pass.
  • If they pass you can either click on one of the flashing squares to move or click on the speak button to say something encouraging, increasing the morale of nearby characters.
  • If they fail they will either move randomly or say something discouraging, decreasing the morale of nearby characters.
  • Stick together for a morale boost, represented by the white section of the morale bar.
  • Every turn morale will decrease if the exit hasn't been found yet.
  • A character whose morale reduces to zero will be permanently lost.

Areas are procedurally generated so different every time you play.

An entry for the 7 day Broughlike jam.

Sorry, there's currently no sound as I ran out of time.

Rated 3.0 out of 5 stars
Made withConstruct
Tags2D, Lo-fi, Mouse only, Non violent, Pixel Art, Procedural Generation, Roguelike, Singleplayer, Tactical, Turn-based
Average sessionAbout a half-hour
AccessibilityOne button


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Love the concept.  Was it inspired by the pop song ilomilo? It's based on a puzzle game of the same name, about two characters trying to reunite.  A lot of its lines are going for the same kind of feelings that this game is.

Regarding the gameplay, my one major complaint is about what happens once you find the exit.  If you find it right away, the level is free and easy and you just have to take a while walking everyone there.  If you find it once everyone's low, then it's a very long slog to walk them all over.

Thanks! No, it wasn't and I've never played the game but I can see why you might think that.

Yeah, you're right - it's not ideal. The game should probably have a way of judging the levels it generates so it can reject ones where it's likely to take very few or an excessive amount of turns to find the exit. This is definitely something I'd want to look into if I develop the game any further but I didn't have time to do this for the jam.

cool concept. Seems to be a similar concept to darkest dungeon. I bet it would be cool if game devs studied game theory in order to creat more intreasting charcters.

Tnanks for playing and for the suggestion - I'll certainly look into it.

I had a fun time carefully guiding my friends to the exit. I like the morale system, it feels appropriate.

Thanks for playing!