Very, very solid game. Fits quite nicely to a cozy jam. I wish you could remove the tiles from your tracks, revert them instead of fully resetting since the placement takes a bit of time. Seeing some different states of the skier would've been nice addition. Squinting and crouching for slopes, things like that.
CodeRaurus
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Could use some guidance how to play. But once figured out, it was alright. Nothing really stopped my progress, though I may have been underwater then. Not sure about the implementation but I do feel like there was some sort of overkill going on from the engine. The screen was glitching.
I liked how the reflection was implemented, perhaps it could be slightly transparent for clarity and added effect.
Controlling two characters like this always throws me off, haha. Interesting idea and solid execution. I could see lotsa variation with different skills and levels.
The eagle flying over you before the roll is a nice touch. The rotation itself made me nauseous as well, unfortunately.
EDIT: I forgot to mention that I tried to play with PS4 controller but it was not registered at all.
Visually very interesting. Not sure if the story or the gameplay are cozy, necessarily, but pretty fun regardless. I flew off the slide and couldn't continue after that.
Reading the description I realized that the food was edible. I did recognize them in game but since they were all blackened I tried to avoid them. For controls, I would probably try to loosen them up a bit. Now, when you release forward you kind of abruptly slow down. When skating, you want to feel the flow!
Nice, simple game. I like the expression the character has while moving, nice detail. I felt little stuck with the second level, the monster being so close at the start and you barely have time to get to the rock. For a second I was going to blame RNG but... is there randomization involved?
Well done regardless!
I like the concept! I got two gates open and after that felt bit lost since it seemed there was only dead-ends left. Visually interesting to see only some parts of the rooms. The movement felt little slow and janky? Perhaps it's just the camera angle and where you presume north is.
I think this could've worked as exploration/puzzle game with only the revealing mechanic.
Well done!
I like the animals and their animations. I think the hunter is a nice but an unnecessary feature, the game has plenty other mechanics and challenges. For the letter challenge I would've restricted the letters nearby each other instead of seemingly randomly. The input also didn't feel to match the bar, resulting an early press as success. I would've loved to see my health and stamina when needed (running). Or was there some audio visual cues I didn't notice?
Good job!
Very cool and polished entry! Love the mood and mechanics, although I felt some inconsistency timing the shots. Especially with the first opponent who made special move and seemingly instant shot after. I guess the game is about learning the timing as well but maybe slightly longer time frames or extra indicators would have helped.
Well done!
Thanks for playing and the feedback! Hmm, I'm convinced your experience is due the level design issues. Because you are not limited to the first throw but the levels don't really lean on that fact, rather reinforce the "one throw - one chance" thinking.
And I don't see many meaningful options to do in-between throws.. Actually, I got an idea to test. Cheers!
I'm not sure how to explain the sound... But it happens when you respawn and goes back to normal after so I think it might be because of the repositioning of player character. Hard to say how the audio is set up in the tutorial as I have not watched it.
Yep, you are spot on about the colliders. Perhaps just changing the spike collision shape would have a noticeable impact.
You say you were not playtesting in Godot 4 but... You did playtest it right?
Almost reached the cookie... The game kept me engaged surprisingly long. I think the music played a big part of that. Level design was nice but the player collider was too big for my taste. There were too many cases where the character visually wouldn't hit the spike but the collider doesn't give any room.
I noticed the music is spatial? I would probably take that out unless it's by choice. One of the irks was when resetting and there is this jarring sound. You can do this by changing the AudioStreamPlayer2D to a regular AudioStreamPlayer.
I think this game reminded me that a lot can be done with fewer assets.
Well done!
I like the music, a good banger. Attacking without getting hit yourself seemed to be very hard, to the point I gave up attempting to kill the boss. I suppose you could kill it with accurate enough positioning and timing. I liked deflecting the blast back.
I think you could have some heals or power ups be dropped by the mob to keep things going bit longer.
Good job.



























