The concept is very funny, and it reminds me of some very successful titles. Very innovative mechanic, but a little too difficult to nail the timing, the physics, and the accuracy at the same time
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So satisfying to hit a solid chunk of ice. Was able to play with a gamepad in web browser. Also dig the subtle environmental message with the trash floating up on loss screen. Only thing is sometimes I felt like I should have landed on ice, but went in water instead, this happened when I landed on the lower end of the ice. Also was kind of tough to gauge the jump duration without visual / height cues. Adorable penguin, great music, cute animation, and overall great entry for a 3-day jam!
Really cool looking bird and nice job getting that animation into engine. I enjoyed, but it was sometimes hard to gauge my velocity without environmental cues. Where does the game's name come from?
The art and and sound are beautiful. Felt very Celeste-like. My only feedback is that I sort of assume there's a minimum delay between jumps, but that timing isn't made very clear to the player, so it felt like some of my jumps just weren't registering. Great level design too. Drinking nectar was very satisfying. Incredible jam entry.
If you find any bugs please share here, and I'll address as soon as possible.
Please provide a screenshot or gif if possible or relevent.
In order of importance bugs can be categorized as:
- Game breaking
- Input related
Figured I'd start a high score thread / leaderboard. In my experience, once you get it, you kind of get it, and it just becomes an endurance test. Nonetheless, here's my first go at a long run.
Idk about 45 minute guy down there, but this thing took me a good couple hours. I've not played a "souls-like" so learning how to move and fight and stuff took me a bit longer...
I love the shadows and I think the art is a multi-dimensional masterpiece ;)
Easy Follow, looking forward to updates.
Also I ran this on a 2013 MacBook with an Intel 4k graphics card with 1.5gb ram. Main ram was 8Gb. So pretty old machine. Most of the game ran fine, except the main menu and intro animations were pretty rough. While the main menu and intro were beautiful, it might be nice to set the graphics resolution before starting so I can get a good frame rate and really appreciate the water :)
Also one bug was clicking Continue after completing the demo, I walked among the corpses of my fallen fo, and most if not all of the pickups had re-spawned so I'm super stacked on white pills for the next update ;)
Hey thanks. I think you really hit the nail on the head with the unpredicatability... I have a build staged here which will go live on itch when rating ends and which does it's best to smooth out those rough turns.
I also think going procedural could be extremely powerful. And with some recent upgrades to the rail editor, I think this might be achievable in the near future.
If you are interested in doing any development for Rail Rider, please feel free to check out the github
I played easy mode with a Mouse
I had to force myself to stop playing after 100k.
Will come back. As I commented on the game page, this is an excellent cross between an osu-esque rhythm game and an fps aim trainer.
Who did the music?
Have you considered turning the windmill thingy's into an audience crowdsurfing a singer or something?
Also what is happening during the explosion in the air? It's a little unclear. Is the ball changing properties in some way or is it purely visual?
How are some people getting 10K?
Will update if I can beat 4k
Appreciate the gamepad support and fast delivery. Still ~14 hours to go.
Very subtle take on the theme.
Also appreciate the choice to draw the gamepad from the perspective you might see if someone was showing you. Thought it was an interesting little choice.