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JackitK

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A member registered Jun 10, 2020 · View creator page →

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All good. It's still good feedback to me for various reasons know all that.

Solid soundtrack. Concept felt fitting to the theme. Everything looked nice. And the minigames seemed good. Though that crow minigame was pretty rough, I couldn't get past it to try the rest of the game but I'll make an update if I get around to finishing it.

Nice job.

The level transition is good.  It's just a shame when I accidently trigger it by walking off screen.  Maybe you could lock the player in each map until they deliver all the packages to fix that? On the bright side, I'm glad I don't have to backtrack all the way to the truck after ever package. That would have made some of the later sections frustrating. But since the game was pretty forgiving, it was pretty chill.

The game as a whole has a nice set of personality. The dialogue you get delivering everything  in an area, the music (outside of a maybe a slight improvement to the looping), and of course, that flipping truck.

Keep up the good work.

The game has nice theming. But I think the platforming can afford to be a bit more generous.  It felt like I barely left the ground when jumping. Not to mention all the times I just walked off because it felt like my jumps didn't register. Likely because I would try and wait until the very last second to jump because of how strict the jumping already was to begin with.  The game could really benefit from a concept called "coyote time". Where you temporally let the player jump as they leave the platform to account for delay movement.  There's plenty of tutorials for any engine out there on the concept. So I'd recommend looking more into that if you decide to pursue this genre further.

Pros: Legally distinct Grinch enemy is pretty funny. 

Feedback: Player could use a bit more types of animations.  At the very least you could pause the run animation when the player isn't moving. It feels odd that he runs in place.

The jump collision is also a bit odd. Sometimes I jumped on them and it defeated them. Sometimes I would get hurt instead. That made it a bit confusing if jumping is a good or bad thing.

It seems like you're getting the hang of creating platforming, now it's just a matter of improving upon your basics.

Thanks. Just out of curiosity did it feel too slow even with the max speed toggle in the settings or are you just referring to default speed?

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Thank you.  Funny enough, those games where a huge inspiration for the concept of this game. I'm sure there's been plenty of games since then that approach ice sliding for puzzles in that sort of way, but my mind always comes back to the puzzles from a lot of those retro handheld RPGs like Pokemon and Golden Sun.

The snow mechanic started as my attempt to adding a twist to the formula. Even more so, when I realized how well it worked with the bonus limitations of this game jam. There were definitely times I pondered if that was the right direction to go in, especially with how tricky the mechanic made puzzle design.  But comments like this are a huge assurance that it was worth it, even if with the concern of it making certain puzzles too easy to cheese.

Thanks again for the very sweet comment.

I think the music broke while playing for me, but besides that, a solid game. Took a little bit for me to get into the swing of the gameplay hook, but once I did I just kept going.

I love the concept of this.  A little tricky for me to give it the time it deserves when I'm trying to experience as wide of a variety of games as possible from this jam before the voting ends, but I did give it an earnest couple rounds and I'm enjoying it so far.

I'm looking forward to trying it out when I can, ironically enough, give it more focus.  This is a cool concept that I could see people using to help them focus. Also, great transition.  Got to make sure I give that a shout out.

Great job. I actually got a little sad when I got to 20 penguins and reach the ending.  I was all ready to keep going. 

Real creative transition, charming characters, and nice music to keep you going through the game loop.

Got this error when attempting to boot up the game.  I'd love to try it out, but currently it seems like this error is preventing me from doing so.

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A bit visually overwhelming. Between the lack of full-screen, the filter and how small the spikes were I often found myself jumping right into spikes because I didn't see them until it was too late. I don't know if all three of these issues need to be fixed but even just making the spikes a bit bigger/more noticeable would go a long way.

Also, I'm not sure if it was intentional, but the music made me feel uneasy as I played.  I kept feeling like something was going to come out of no where to jump scare me. I get the feeling that might be more tied to my personal tastes than something wrong with the game.

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Great job, I had a lot of fun with this one.  

I think the control scheme is great. Using the mouse wheel to toggle between snowman pieces was a clever use of the control scheme. 

My one qualm was that keeping track of which piece I was on as I was focused on running away from the snowmen/shooting them with pieces. I often got confused of what piece I currently had selected because my eyes were focused elsewhere and didn't always have time to look at what I was scrolling to. I don't know if I have a clear solution for this, but slowing down the mouse scrolling might help. At the very least, it would be nice if there was a visual indicator that showed up around the player, if only temporarily, that showed what snowman piece you were on. 

This may seem like a nick-pick but with how hectic the gameplay gets, any little bit that helps me keep up with how fast paced the game is would be helpful.

Solid game. Really fits the theme and I like what you did with the transition.  Only flaw that really stuck out to me was the music looping. The track was nice, but considering how long you'll listen to it, it would have been even better if there was a more seamless transition from the back to the front of the track, but as is that's closer to a nick pick than a glaring issue.

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Thank you.

Between the theme being "comfy winter" and one of the optional restrictions being "mistakes making the game easier" I really wanted being forgiving to be a major focus of how I developed the game. So I'm glad that came through in execution.

Also, nice snowman. 

Thanks.  

That might be something I'll have to look into once the jam is over.  As the snow collider was pretty much the only issue I was worried might end up being problematic but I couldn't think of a good solution for in time.  I don't want to get too sidetracked from my main development projects. But certainly something I'd be willing to research if I ever expand on this idea after the jam.

Thanks for the feedback.  

Yeah, I'm not shocked about the issues with the snowball precision. It was a concern that I had while playtesting, but I couldn't think up of an elegant solution at the time, especially within the time frame of the jam.  I'm glad it wasn't too problematic though. Especially since I was going to have the retry button in the game regardless.

While it's a bit of a shame you didn't get around to animating the character like you hoped, there is at least a bit of charm to t-posing penguin just sliding down the hill at mach speed on their snowboard.

Very solid game. Didn't even mind the length, as it makes replayablity quick and easy.  Only thing I can think to wish for is the ability to correct your direction if it gets extremely messed up. But overall the way the controls work add to the charm.

(See comment section) Wait? You're not supposed to destroy the doors? 

To be fair, it's much more funny and a time save to not destroy the door so my brain didn't even register saving the doors as an option until I read the option.

As for the game itself, very charming. There is just something about this game's presentation that is just wonderful.  The voice over is perfect. It fits the tone of the rest of the game very well.

My biggest critique is that the game ends just as it is starting to get great. I was just starting to think about how interesting things could get when you introduced the ice sliding puzzle and then that was it.  Don't take it too personally though.  Making a game in this short of a time frame is tough, and I can definitely appreciate what you were able to deliver. It's got a nice art style, nice audio, some interesting gameplay mechanics, nice theming, and a neat transition.  There's a lot to like about this one.

On paper, pitching up the audio as you build up your streak is a cute concept. Though in execution, I ended up not being the biggest fan of how high the pitch went, especially when the original collection beep isn't anything to write home about as is.

I can see the arcade gameplay loop you were going for though and appreciate the effort. My best score/streak was about 34 if you're curious.

Sadly, I don't think the photo feature saved the file like you hoped.  Searched all around the general file area recommended and couldn't find a folder for this game anywhere in my user data.  Thankfully I did decide to just take a screenshot of my snowman creations myself.

Overall, a nice a cute game. Minigames were pretty nice, though I don't think I could wrap my mind around how the gardening one worked in particular. It did not seem too responsive to my mouse. All the other ones were nice though. Music worked pretty well on loop and the art style is cute and on theme with the game jam.

Nice job.

Got curious about your other works after trying out the game jam entry.  I  see some things about this game that I actually enjoy more. Like there's something charming about the simplety of this art style.

I appreciate the generosity of the checkpoints. The platforming felt a bit stiff at times, so the checkpoints did help reduce any frustration caused by that. The snowstorm section especially amplified the limitations of the controls.

I'm not sure if its a web exclusive issue, but there is an unfortunate bug with the jumping sound effect. It sounds like the game is playing the sound several times in a row at once. Resulting in a sound that isn't the greatest on the ears.

Earning new abilities along the way is a neat concept. There is certainly potential for that to enhance the level design if explored further.

Wishing you the best on any further endeavors. 

Thanks.  

Technically this isn't my first game. It is the first time I've developed a game for a game jam specifically, but I have done/currently working on a small handful of other projects in the past.  

Still, it was a nice change of pace to actually come up, make and release something within the small time window and I doubt I would have ever made something like this if it wasn't for the sake of the game jam. So I'm glad I decided to take part in it.

Nice job.  I really appreciate the little intermissions and fun facts on the game over screen. It made retrying over and over less punishing.

"Did you know: Every copy of Snow and Fangs is personalized." Is that a threat? xD

I would have loved to give this one a bit more of a chance but I kept getting incredibly unlucky with the turnip-like enemies. Every time I killed one, they would fall on top of me, locking my movement, even after they despawn, essentially putting me into a soft lock.

I will say the art style is unique, if nothing else. The music does give off a bit of an ery vibe and the art style certainly complements that. Not sure how much I enjoyed it, but I could definitely see some people appreciating the tone it gives off. That rabbit stares directly into my soul and I think that's worth something.

Also, can't say I've ever heard of a dungeon crawler staring a rabbit before. It's a fun concept and I'd love to see it explored further.

Nice game with a cute art style.  The biggest flaw is that once you figured out all the combinations, you're kind of just stuck going on indefinitely, since you aren't going to loose if you keep getting them right and there isn't really a clear win condition.

There's also some bugs I noticed while playing. Nothing that really got in the way of gameplay but things I wanted to bring up never less. For one, the music doesn't loop so I ended up playing the majority of the game in silence. A shame since it is nice music. Secondly, I noticed a few visual bugs on the browser version. Specially with the font of certain numbers. It's something I've ran into several times in my own development, so I recognize this is tied to html versions of Godot games not fully recognizing certain fonts. Easiest way to fix this would probably be to use code to force the font of your numbers into a more basic font. Something that computers would typically have on them by default.

lol. I see we share taste in music. What can I say? It's a perfect track for emulating winter vibes.

As for the game itself, a nice, short, straightforward experience.  I think the snow cannons having little simile faces on them is a nice touch. Can't even be made at the goofy little goobers trying to destroy me.

So... I found a way fling myself right off the snow globe by using the game physics. Turns out when picking up items you can use the object you're holding to push your character around. So I ended up using that "tech" to fling my character off the map.  Technically I did break free from the snow globe, so that means I win right? lol 


Overall, a pretty straight forward platformer with an interesting gimmick. Granted one that I ended having way more fun with than probably intended, due to me realizing that you can interact with the player character through the click and drag mechanic. It started with me just pushing the character to fling them across the stage. But  I eventually ended up having my own "Tears of the Kingdom Moment" when I figured out how to literally carry myself across platforms. Via standing on top of them and then clicking and dragging it. It was tricker to pull off in some levels compared to others, but eventually no level was fully safe from my tomfoolery. It was useful trick for getting myself back to where I left off, since the game has no restart or save features to fall back on.  Granted, a lot of times it was due to soft-locks that were my own fault.  Likely due to karma punishing myself for my own shenanigans, (like how I fling myself out of the snow globe earlier)  Kind of learned the hard way how small the hitbox for the level goal was in the process. I'm kind of surprise that it's so small and so hidden. But I guess I wouldn't have noticed that much if I was platforming across the levels as intended.

Don't get me wrong, I did actually platform my way across some of the levels normally but this method was so fun, it was too hard to resist.

Nice job.  I like the sprite work you put into the game. I think you did a great job with the character design.

I love the screen transition.  It adds personality to the game. It seems like it would be interesting to give this a shot with a friend, but the CPU is at least competent enough to get a good idea of how the game plays.

Oh, don't get me wrong. The sprite itself is good. I can see how you could get attached. It does seem pretty cute.

And I think the thermometer itself is a good size. I think the issue is more so that it diverts my eyes too far away from the character I'm controlling to look at it, especially when the two are on opposite sides of the screen.  Not sure if there's an elegant solution for that though.

First idea that comes to mind is the way games like Splatoon handle it with incorporating the meter into the character design, but I'm not sure if that would really work for a sprite game, especially with sprites of this size. Having it follow the character might also work, but that comes with its own downsides. Incorporating sound design does seem like a good start if nothing else.

I didn't even notice the shivering and other effects my first playthrough. That sounds like it would be a good solution as is, so I'm not sure if it wasn't noticeable enough or if I just wasn't paying enough attention as I played. I'll have to look out for it the next time I give it a shot.

I love how you capture a sense of momentum with the sliding.  The music is pretty nice as well...when I managed to get it working.  It seems like there's a handful of things not exactly working in one piece, like the scoring, a bit of a delay with getting the music to play, and the timer if you do a repeat playthrough. But it seems like the core gameplay is running smoothly so it's easy for me to look past the other flaws.

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Nice job. I love the word play in the title and the music is nice.  The tongue is a neat mechanic that helps the game stand out from your average platformer.  TBH I'm a little mixed on the timer.  It's a neat concept on paper, and really helps tie the game to the winter theme. But with how far apart from the main character it is at times, it can be a bit much to keep track of both at times.  I feel like the game could really benefit from some audio cue. Something like shivering or a chime that help you gauge how close you are to freezing, even if you aren't constantly looking at the timer could go a long way. 

The other most major piece of feedback I have is that the character sprite feels a bit small on screen imo. It some adjusting to track such a small character on a big map, but if its any assurance I did make that adjustment fairly quickly.

Oh, I'd also be curious to hear what your thought process was with deciding that the B button would progress dialogue boxes instead of A for controller. It's not a big issue in the grand scheme of things just different enough from what I'm used to, to perk my curiosity. 

Again, nice job with game. Best of luck with the jam.

Nice job. I love the word play in the title and the music is nice.  The tongue is a neat mechanic that helps the game stand out from your average platformer.  TBH I'm a little mixed on the timer.  It's a neat concept on paper, and really helps tie the game to the winter theme. But with how far apart from the main character it is at times, it can be a bit much to keep track of both at times.  I feel like the game could really benefit from some audio cue. Something like shivering or a chime that help you gauge how close you are to freezing, even if you aren't constantly looking at the timer could go a long way. 

The other most major piece of feedback I have is that the character sprite feels a bit small on screen imo. It some adjusting to track such a small character on a big map, but if its any assurance I did make that adjustment fairly quickly.

Again, nice job with game. Best of luck with the jam.

Congrats on your first game.  It may be pretty basic, but getting your foot into the door is always an important first step, regardless on how big or small. The art style is pretty cute and I like the vibes that you went for with it.

A little tip if you work with Godot more in the future.  Web browsers don't really have a good way to handle "quitting a game", so typically you would want to avoid including a quit button in browser-based gameplay. Clicking it will just freeze the browser and people can just close the window if they're done playing. 

Here's a Godot specific trick if you want to make both a browser and desktop version of a game.  You can use the function "OS.get_name()" to detect if the user is using a web browser. So I typically make a function along the lines that detect "if OS.get_name() == "Web".  And have the code turn off the visibility of your button if it return trues.

Congrats on your first game.  It may be pretty basic, but getting your foot into the door is always an important first step, regardless on how big or small.