The art style looks quite good, but it's incredibly challenging to get to the top at the first level already, could you plz add some difficulty selection with checkpoints at the path, i can't finish it without it. And another small problem is that there is no gameplay, so i can't even know how does it look there where i didn't got.
ad48
Creator of
Recent community posts
The gameplay and level design was quite good.
However, the art style and graphics (i know it's retro game, but still) would need a bit work.
Can you plz add level choose menu to this game ? So i can revisit levels, and you can lock eack with its own code, as was the standard back then.
It's interesting that i came across this game as i said that most today's Itch 3D platformers are garbage, and this one started boring, but it got really fun in the underground area, and it flew nicely from there.
I got into the game at the point, where you got double jump, but sadly i lost the game there.
I don't fully understand the health system in this game, i had only one life at the beggining, and then it incresased ?
Also it would be nice if you'll add an option to have infinite lifes, because it's quite hard, and it's frustrating to play the entire game from the beggining each time.
This game's lighting reminds me of similar lighiting in this game.
https://xrayhunter.itch.io/a-santas-night
Sadly, i can't get much forward as the gameplay's a bit vague. Could you please recrate the atmosphere within a more clear gameplay, so it's clear where to go from Point 1 to Point 2 ? I just died in the game and it's not obvious why, or where should i go.
Finally a decent looking 3D platformer!
I'm not surprised it's linked to the PSX-era demo disc trend.
Could you include some cheats in the game ? It's personally very challenging to unplayable with only 3 hearts, probably 100 hearts would be enough.
I can't find any controllers screen for the keyboard, so i guess i just have to jump on the enemies and risk losing hearts.
Not a bad 3D platformer.
Can you modify the game so the E button power is available only somewhere ?
I think being able to do it anywhere a bit ruins the gameplay.
And i think more frequent checkpoints (at places they aren't so) won't hurt.
Too bad the game is short, i coud've been 3 times, maybe 10 times longer, and i probably won't be dissaapointed.
Hey there, after months of little updates, i was worried that the project got scraped. It's nice to see it continued. ^_^
I like some of the new creative ideas like red flame out of the checkboi head.
The transition from castle room back to the crossway seems fitting.
I followed the spike on the top, and there is a green cube that shows to press 'F', when i press it, nothing seems to happen.
Is that end of the area ? Would be niče if it continued from the top of the balloon, let's say through a hole in the wall.
Are you familiar with an addon for Unity called "Realtime_CSG" ? It woold be good for boolean operations like these.
There's a staircase path on the top of the castle that doesn't seem to lead anywhere, too.
I found there's a hidden door near the top of the tower next to das baloon, but i can't enter it.
Then i visited the zeroth floor mushroom area. I got a bit lost for a while, the floor is hardly recognizable sometimes due to the posterization and lack of texture. I think a unlit shader would fit it better if you decide to keep the posterizer effect, because this way it distorts the shading..
There's quite dark in there, i think having two directional lights, each settled in opposite direction, both slighty facing down, might help.
I think that increasing ambient lighting would be better option, though, as the platforms that are above me would still stay dark.
In the part where mushroom grew of the wall, i didn't knew what to do, and kept falling down. I watched walkthrough to see that i shall come to the path on the left. It would be nice to have an arrow pointing there.
I liked the elevator with fence and mushrooms on it.
However, as the path split into two directions, i was not sure which way i should go first. I think that to make this clearer, going one way shall always unlock the other way, so a scenario where i would go one path and never visits another could happen,.
There are some changes in my perception from the first time i played the game..
The perpsective-skewed floor in the castle section now seems jarring a bit. The rotating lights are still catching my attention, but they're not fully visible with the posterization filter.
It would be nice to have a part where the ambient light would take a rest, and the lights would be used through a platforming segment..
I had a brief imagery about how Flutie used his nose as a water tap, i wonder if it would fit somewhere.
The game is quite challenging sometimes, and i'm not sure if i could finish it in one run. Could ya add auto-save feature ? Or it would be nice to have an easy mode with more checkpoints along the way.
This is a quite dank-lookin' game (even though there isn't much memery present in there), however it's quite confusing alot of times how to progress without losing health, and the limit of 5 noobcounts seems a bit non-necessary.. ^u^
Hard to play, though, without a walkthrough without resorting to trial & error.. u_u
Quite a nice game, albeit the graphics are a bit simplistic..
There are some tiny aesthetics issues, such as that in my opinion the green thing at the end shall have a texture, but overally it have been quite immersive and diverse, albeit all being in one forest..
There a lot of tiny masterpieces (or at least decent works) that are sadly quite underexposed..
Some of the parts look surprisingly pretty professional and appealin', like the buildings texture, and the composition of the "Under Construction" parts.
Some parts look quite awkward to me, like the SS Central Station (i might not be that surprised if Waffen-SS would be there in the next update), altough the Shaggy slows down a lot inside, which look a bit out of place..
The runnin' being slower than regular speed might need better execution and context..
Also, when Shaggy enters some dark garage or something like that, the slower walking might be better with proper animation (+ crouch)
The part of Kung Fu Panda surprisingly got me though, and it would be noice if it was extended, perhaps with some interaction..
Then i would recommend to polish more the Mystery Machine texture, and play a bit with the lighting..
(The networking default UI and the blue cube with instructions obviously as well)
I also can't get near enough some buildings..
Some aspects felt like an official Scooby Doo game, so it would be nice if the official look of the early charming 3D SD games would get properly mixed with some weirdness..
Also, i hope that the critique wasn't a bit annoy-full at times..
^w^
I never before looked into the Metadata tab (primarily probably 'cause i didin't quite notice that, maybe would be better if it was in Bold Text)
I think that the 2D/3D option (the 2.5D or Text game would be as secondary options) should be in main "Edit Game" tab, many people don't realize that games shall be classified by tag as 3D (there are only about 8 times more games classified with the 3D tag than with the 3D platformer..).. For me it's perhaps just as important as the "Platform" & "Price" tag so far..
Also, i think all the games with the Unity/Unreal Engine tag should automatically move such tag into the Engine tab, it makes it confusing when there is both a tab & tag for it.. If such option was made, i also think it would be nice if all "2D" and "3D" tag games would move into their respective dimensionalities..
I would also recommend to lower difficulty by making the elves slower/stay on ground for longer/purposely worsening their search algorithm & make the snowballs unable to move the ice cubes, possibly make the ice cube movement faster..
And add an arrow pointin' to where the Christmas gifts are, with varying difficulties, at Easy it'll show you always, at Medium once you found all, at Hard never..
The escape button seems to be not working in the final level as well..
^w^
