In an attempt to wrap my head around the ending and finding more secrets I played the game again, fully intending to sequence break.
Ended triggering two temporally impossible cutscenes.
And now I'm wondering if there's a third one, or if they have ties to the final optional puzzle.
777theultra
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In retrospect, I think a lot of issues stem from time constraints and poor time management on my end. I have fixed much of the issue and then some since then.
Change log: https://777theultra.itch.io/dont-freeze-your-device/devlog/696479/post-jam-10-ve...
Thank you for playing "Don't freeze your device!", and I think you're cool :)
I did not expect someone would do a freeze mechanic that actively handicaps your movement.
The level design fleshed out the freezing mechanic. I slowly gained an understanding of the duck's "powers" and I had a lot of fun doing so.
I do think the platforming is a bit tight, but I beat the game regardless.
My those two ducks live happily ever after, 10/10.
This is clearly a rushed product, but I wouldn't say it's incomplete because the game showed a lot of competence and had an ending.
The light system is the biggest draw of the game, it's super smooth and it provides some very good scares because the player's vision is always somewhat obscured. I do think the battery system is kind if pointless since it doesn't work, even if it did, it might potentially undo a lot of the scares in the game.
I "crashed" at the 3rd level, came here, and found out the win screen doesn't work. I guess I must've beaten it then.
I do think the game is a bit unforgiving, but I don't think the hitbox is at fault here. The fact that I didn't have any infinity frames after I got hit means I can lose a lot of health very quickly. I also don't know if you're supposed to lose health when you're on top of them.
The core gameplay has promise tho, and the level designs are unique enough to be memorable.
The obscured admosphere, varied enemies, and a dying person at the end of the level paint a bleak image of the world at large and constantly put players under pressure. This makes clearing a level feel satisfying.
The only solace the player has is the flashlight, and the ability to point in six directions opens up to unique level designs.
The light at the end of the final boss stage and seeing it staying motionless is the ultimate payoff,10/10.
Usually a puzzle game with controls this obtuse tends to get overlooked because players think they have no way to progress. This game however has a fair bit of ratings and people seem to like it! After beating it, I think I know the answer: Tutorialization.
Of course, the presentation and linear levels are clear enough so that players won't get lost, which is a mistake made in quite a few games I've played. but the first level teaches you all you need to know to beat this game. It's almost like a vaccine where the first level presents the dumbed-down versions of the obstacles where you're forced to learn how to reposition yourself and look for 2*2 spaces. When I got stuck on levels 2 and 3, I thought to myself, "If I did this in level 1, I can do it here too".
Level 3 in particular has me going "Please let this be the end" the whole time, which oddly made me relate to the ending on an emotional level.
Would recommend to puzzle players when it's all said and done, 10/10.
First of all, the presentation is unreal. The music that follows your movements, the pseudo 3D opening, and the general art style being whimsical as it is modern. You all really pushed the limit to its limit, so to speak, and it's mind blowing.
The gameplay manages maintain its novelty while having only a few mechanics to work with. The later levels will have you stop and think your approach instead of winging it. I especially loved the final where(probably unintentionally) I use the deceptively small hurtbox to squeeze through the volley of bullets.
Dat little rascal stole my heart, 10/10.
That was tough as nails!
For your first work, this game exhibits scope control while still presenting some interesting ideas. My favorite of which is that the robot guards change directions when they touch you and you're not being spotted.
One criticism though is that the limited screen size hides the robot guards from above and below, resulting in cheap deaths. I suggest adding "footsteps" sound to the robot guards to let the players know when they're approaching.
Is there a specific order to the deliveries or is it not possible to get the good ending as of this build?
Some bugs I found:
The graphics is completely broken on microsoft edge
Like how other have mentioned, the walking sound effect sometimes play multiple times over.
Sometimes the penguin cannot climb the ladder after picking up an ice-cream




