@walkalope yeah i just watched it and was amazed by how long you actually kept playing given the repetiveness of the task. watching you playing actually helped me a lot, since it gave me quite some ideas on how to make this better and more comprehensible aside from the often noted control-thingy. when i made it i just felt it fits the theme of not knowing what to do and the controls (left, right, space) would be easy enough to figure out. to un-boring the whole thing, i guess skipping the intro after the first death or even starting from the beginning of the season the player died in would've been a great way to get the player to a/the good end faster and then just let them explore all the ways to fail if they so wish.
all in all theres i think 8 ways to die: all diffenrent combinations of being sick/hungry/thirsty plus getting lost or jumping off the cliff. the last ones were intended to early on hint the player what the game is about which... yeah, kinda worked, it seems. some other things however didnt work: the water actually isnt poisonous in sommer which the palette change was intended to hint to - but seeing how you thought it was just a palette change because everything looked way brighter in summer, that didnt really work out after all. also i didn't notice the music is too quiet, just matched the volume to that of the speaking-sfx and didn't check how loud everything is in comparison to lets say a song or something. i'll remember to do this next time.
so all in all it was a great watch, i learned a lot for the next game, so: thank you very much for playing it and providing more feedback than i could ever have imagined. next time i definitely will sit down next to my test player(s) and watch them play instead of just letting them play by themself and provide feedback, theres so much to learn by just watching.
a final note on the endings: aside from the 8 bad endings, there are 1,5 good ones: on the first day of spring your uncle (i intended to work a zelda:alttp-joke in but didnt end up having the time left, so it just ended up being an obscure reference) will come back and say a few things on how everything is fine again and he is happy to see you well. fadeout, final scores. however, if the player manages to nail everything perfectly (healthy, no thirst, no hunger, tree level max) he'll also say how he is proud of you. a minor detail that doesn't even get it's own named ending, both are just "the end". theres a few more minor things going on there, but those are the major mechanics.
again: really happy to have been able to see you play the game, thanks a bunch!