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i thought the snowglobe presentation was adorable! the snow particles look great as you rotate around, and i like the ice shader. the general vibe reminded me a bit of a 3PlaneSoft screensaver (very high quality screensavers imo so this is my version of high praise). it could've used some ambient wind sounds or music or something just to make it feel a bit more alive, but it was charming as is.

the driving physics seem fairly accurate to real-world ice driving. turning in the direction of the skid seems to help regain control and preserve momentum.

i gave up on level 2. i really wanted to see what level 3 looked like, but it got difficult for me to see any sign of progression in my skill level between runs.., likely it's a skill issue on my part as i don't play many realistic driving games. it's just a steep skill curve because the movement can seem so random at times -- maybe a few easy levels would have helped with the skill ramp.

turning the plow was a cool mechanic! i gather if you turn it in the direction of your turn, it will have a wider cross section with the snow and plow more snow. it might have been interesting to play around with a wider plow so the effect of turning it is more obvious.

nice solid entry, a simple idea well executed. great job!

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Thanks for playing and for the feedback!

Yeah, the levels are really difficult. I would guess they're almost impossible unless you have a controller. If you press the "=" key, you can skip the current level, but I think I should have added a "cheat code" in the how-to-play menu. That way people could advance more easily if they just wanted to try things - I shouldn't have restricted that.

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awesome, with some determination i was able to barely beat level 3! level 2 probably still is too hard for me haha. i am using a controller.

level 3 was cool because it really feels like dangerous winter driving where you're trying to stay on the road... the game has a great push/pull to it because you're trying to do things fast while at the same time you're trying to slow down so you don't careen off the track. i think erring on the side of difficult was a good choice for this game, because without that urgent time pressure the push/pull vanishes from the design.

theoretically the game shouldn't necessarily need a level skip, but with a gamejam it's hard to do enough playtesting within the timeframe to finely tune that sort of thing. it could be just my skill issue on level 2, or maybe i'm missing some vital driving technique that could have been taught in a previous level (not necessarily with an explicit tutorial, but just via the design of the level). i suppose one solution you could have considered for the jam would be to have bronze, silver, gold medal for each level, so getting bronze lets you advance, but you have to clear the difficult time to get gold.

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I appreciate you going back through to beat level 3! 

The thought of Bronze, Silver, and Gold medals is a really good idea. It's such a common idea, yet it's funny how the time constraints can mentally lock you into a design decision. Sometimes it feels like a strange, self-imposed echo chamber. At the same time, if you don't hard commit to a specific goal, it can cause a lot of problems. This is my first game jam, and I wanted to make sure I didn't over-extend myself.

Thanks again for replaying. I'm hoping to see Kersploosh get played on stream :)

thanks! i hope Blow Globe gets streamed as well! it's especially impressive for a first game jam!