Played and rated!
Justin Tollison
Creator of
Recent community posts
Oh, good catch. Both E and F are assigned as "Interact" keys in in the Input Manager, It must've kept F as a secondary key and I never checked it. Thank you for playing it and for your feedback! There are some areas missing colliders so you fall through it that I will need to fix. And yeah, it looks like the camera issues are common for everyone. I'll tweak those values or change some settings with it.
Thanks again, I'm glad people are enjoying the game despite its issues!
Oh wow, I didn't even know we had the most ratings or how to really check that. That's amazing haha, thanks for rating and playing. The locomotion and the animations definitely took me the longest, I had to look into animation blending and using layers so it looks natural. It is a little iffy if you turn too slowly or do a 180 degree turn, but I was really happy with out it turned out.
And I agree, we were struck between a linear level and a more open one, but with the time constraints we went with linear. It allowed up to narrow down the different sections and how we wanted to show off the different mechanics. Any future levels will be more open or maybe a mix between both. We also had plans for stealth sections utilizing the light and bell, but I just didn't have enough time to engineer it.
Thanks for the feedback!
Thanks for playing! It was really fun doing the locomotion and trying to get it to feel dog-like. The controls will need tweaking, that's something I wish I spent more time on but I'm glad everyone has the same consensus that it needs work. It means everyone has had a chance to experience it haha. We're gonna move the first lamppost more in the path of the Player so hopefully that helps.
The object implementation was the final object in the game, it's the Bell to sound the end of the level. We had ideas of having a bell on the Player, but didn't have a mechanic lined up for it yet.
Oh wow, this was a pleasant one to play. I really enjoyed the intro with the text and narrative and the environment. All those little details really brings me into it. Seeing the large Christmas tree in the distance and crossing the river felt awesome. I also enjoyed the bell mechanic with moving the walls in the maze around to open up more paths. The ghost AI was a bit weird, I think they got stuck on the walls in their pathfinding, but overall I enjoyed the experience! Awesome work.
Thank you! I agree, the Player Controls could use a bit more tweaking. It will be something to revisit and smooth out in our next iterations. We did have a design with the lights and use it as a stealth mechanic instead, but we ended up cutting it. So rather than turning on lights, you had sections where you had to avoid them haha. Something in the backlog that we may revisit.
Hahaha, thank you! We were able to use pre-made assets with Synty to speed up the process. The level design was all hand-made though, thanks to our Environment Artist and Game Designer. And thank you for the feedback, the Player Controller will definitely take more tweaking. Did it feel too slow on turns or unresponsive?
Hahaha, thank you so much! The assisted jumping was a fun mechanic to engineer. I had a few options with either having the detection on the actual points or having the player shoot out a spherecast and return any points it hits, based on where the Player faced. I'm glad people were able to pick up the mechanic quickly and not have many issues with using it.
On our next iterations we actually want to do more hidden areas that branch off and add more puzzles with exploration.
I'm glad we got the downloadble version working! Thanks for letting me know the previous version wasn't working, I was able to rebuild it and test it on my own.
The jumping mechanic is inspired from Stray and it was something we fell in love with after seeing it. And thank you! Our environment artist and game designer worked on the level blockout and set dressing, and it definitely held that festive and magical feel to it.
Thank you! The jump mechanic was inspired from Stray, after we saw it, we wanted something very similar. And yeah haha, the animation and jump time isn't quite perfect yet. We also didn't use any splining so it's nearly a straight line teleport, versus it having a smooth curve with a timed animation based on distance.
I have been having trouble getting the WebGL optimization, I might try a different compression mode. I've had mixed results of people able to play it on Browser and not able to. Are you using Chrome by any chance?
I just uploaded the proper Downloadable build, let me know if that works if you want to try it. I'm sorry you aren't able to play it! That's one of my fears is others not being able to enjoy it after going through the trouble of finding the page.
It does sound like an optimization issue if it's running at 5fps. Again I'm really sorry and I'll let you know when I update the webgl version. Thank you for at least trying!
That's awesome! The Paw print prompt can be a bit tough to see since it can be hidden in the environment, but noticing it is a game mechanic without a tutorial is amazing.
The cat was our first iteration for a character, we were taking inspiration from Stray. We ended up using the dog model, but we wanted to keep the art. Thanks for asking and playing!
Thank you for the feedback! The set dressing was a lot of fun and have a few more ideas to make it more festive. And for sure, I can tweak the values for the turning and the jump. I'm using an input blocker that could be causing that delayed feeling and there's a slowdown value for when you turn that can also be lowered.




