Glad you enjoyed it ^^
Me (NonlinearSuraimu) does all the art and 3d modeling and the story...etc , and 50% code , the other 50% code is by one of my friend (Kurumi_daisuki) :)
And I just found that I forgot to add him as a contributor.
NonlinearSuraimu
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I think the game has a great atmosphere; it really has that cozy feel, and the music matches the game content perfectly , and the transitions between scenes is good too.
The size of the snowman that can be decorated changes depending on the size of the snowball, which is pretty cool and shows that you've put a lot of thought into the snowman decoration game mechanics.
Good job!
I gave it the second try today (first time I tried I stuck in 1F wizard statue).
And I was initially stuck in 1F wizard statue again , I end up random spamming E and ESC to somehow fix the bug that I couldn't click the statue parts in the screen left part.
And I was able to reaches to the end of the game :)
I think the most captivating aspect of this game is its voice acting and soundtrack , with some small puzzles that is easy to solve.
And the ending sky is breathtaking , it's SO BEAUTIFUL.
The interact part has some problem as others mentioned , but the overall game experience is still great!
The gameplay feels very comfortable and relaxing, and it’s fun to watch all the animations playing and see the house gradually become warmer. I really enjoyed that sense of progression. And thanks for the music puzzle's answer , that I thought I just have to press the instrument colors matched to the colored light bulb color.
Good job!
I destroyed EVERY door in the first run XD.
And then I see comment section ,Then went on second round , I realized I can move the key to unlock the door without use my character body to destroy a wooden door that's like 0.5 meter thick with iron locks (it's very funny tbh).
It's a good concept for limitation with gameplay!
The visuals and gameplay are both good, and I really love the cat’s sleeping animation it’s very good.
However, the overall atmosphere feels a bit empty to me. The background audio being mostly wind noise, combined with the lack of a clear gameplay objective, made me feel somewhat directionless.
I’m not sure if this was an intentional design choice, but personally it didn’t quite work for me.
I think adding a clearer goal or an ending condition could help give me more motivation to go fishing and stay engaged.
Thanks for the feedback! ^^
I totally get that being forced to read every line of dialogue can be annoying.
The reason the dialogue is forced right now is that some lines are triggered right before the level ends, and I didn’t want players to miss them by running straight to the exit without realizing there’s dialogue at the end.
One thing I could do is require a key press before moving to the next room, so players don’t accidentally skip dialogue right at the end of a level , and you can rush to the end, press the key to complete the level if you want too!
IMO that gong shall always be there for player to use.
As for the range and duration , I think it really depends on the level . In the level I was in the bottom , the road I rly need to walk to is on the top, then I think the duration shall be longer enough for player to acknowledge that "the road is on top , I need to memorize it" , even after they failed, they can look to where they failed , and try to memorize next part.
For the level the gong and the road is in the same altitude , you can test multiple times to see if the you can reach the end while you only needs to follow the sound wave.
I think every one-time item ( In a puzzle game like this ) shall be powerful enough to make it don't need second use anymore , like a gong after you hit , it'll start emit the sound area with an interval or something ,that "you can't hit it again , and you don't have to hit it again".






