I want to like it but I'm really struggling with this. is the bar on the bottom right the snow meter? it never goes down no matter how much I skid; it just hits max, stays there for a while and then I lose. You did a great job giving feed back about my skids (love the effects) but gave no feed back about how they affect my snow problem.
I really dig the Mode7 style, too
GeoKureli
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love the cut scenes, the graphics, the dithered sky. Love the music, too. the game is fun but i felt the end arrow was frustratingly unhelpful, in general getting through and finishing the level took trial and error rather than skill and finesse. In general I wish a lot of games like this zoomed out to show whats ahead, it will feel less speedy, but I get to react to things
Cool game, a fun unique style of puzzle-platforming. Nice graphics and overall vibe. It felt nice a really nice winter game between the pacing, music and graphics.
The gameplay felt a bit tedious and grindy, It seemed like you wanted me to break every iceblock which just takes a long time, as you have to loosen each individual clear block. I felt the shop and currency overall hindered puzzle and exploration aspect.
It's nice to see a game without literal "rolling", a combo mechanic system is just as much "gaining momentum" as physically rolling, but that said I felt like the size of my combos were predetermined by the level layout, and I never once felt like i was "on a roll"
Man, I went real hard on this one, and got really into it. love this concept, but it gets a bit monotonous. The mystic forest was cool, but I don't know what the doctor does. Day 50 with like 17 people, farmers are key.
The graphics are simple but the animations were nice and everything was snappy. The theme is there, it's decent, but any resource management game will fit so it's not an interesting use of the theme.
you can try pixel perfect collision, or what I did in Ritz with it's big ol spikes
https://github.com/ninjamuffin99/RITZ/blob/master/source/props/SpikeObstacle.hx#...
I like the style, and it seems pretty fun, but the last bit of the second level is pretty ridiculous. plus you seem to like cheap deaths when the camera is panning, and that's always a mood killer. I'd love to see the rest of the game but I've tried 10 times and every time I fail I go back to the start, save that for New Game+.
I didn't really see the theme in the gameplay, which is where I look for it in jams. regardless I plan to visit back here periodically to see where you take this.
I love the concept but I had a hard time getting into it just from the numbers, They spawn faster than I can kill, overlords seem to take way too many bullets, where buddies die faster than teens in a horror movie. I'm sure it's fun if I can precisely and quickly kill a few overlords and get a few buddies, but I'm having a real hard time doing that.
It'd been nice if maybe the starting enemies were weaker and it got stronger once you had a chance to get a decent army. but the fact that I can't spray and pray against damage sponges is really holding the game back. I had better luck in sacrifice if I just camped out on top.
With some more time, some number balancing, some more progression this can be a really cool game.
Holy cow, I get that the gun is supposed to be out of control, but it would be nice if I could comprehend what happens when I click it!
Cool idea, great graphics and art but the incomprehensible physics just ruined it for me. I'm on level 3 (I think) and it feels like I just need to try random angles to thread the needle on this gap
At first the player would move when all 4 directions had tiles in them, but after the second or 3rd turn I seem to have to wait 20 seconds even though there's nothing I can do or interact with. I reached a room with 4 doors next to another room with 4 doors, it didn't register that they were connected and I died. I've lost patience, sorry :(
Level 1: I reached the finish and died, twice. Nothing immediately happens when I reach the exit so I got impatient, clicked and died because I ran out of moves. It would be less confusing if it just said level completed as soon as I stop moving.
Level 2: I walked up and turned right and touched the gate and the game broke and my browser asked if I wanted to kill the process. Maybe that's a browser issue only but I'm on mac so this is my only way of playing.
It didn't really come together, keep at it
Cool idea but my brain just couldn't process the match 3 pattern. I feel like plotting future moves in games should be a means to a goal rather than the goal itself, because right now I'm just staring at squares for 10 minutes.
I would like to see a version of this where it test how many moves I can predict in a short amount of time, rather than giving me unlimited time to predict a certain number of moves.
I should mention I'm on a trackpad and this would probably a little less difficult with a decent mouse, but I found this to be quite frustrating. The play area took up less than 1/16 of the game's window and the mushrooms were only a couple pixels wide so when it came time to mass click it required tiny movements while clicking extremely fast, which just isn't possible for me.
It would be nice if I could just hold down the mouse and drag across mushrooms to collect. IMO this would focus on the puzzle aspect more, too