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Rue❄️Brie

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A member registered Jun 02, 2024 · View creator page →

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(2 edits)

I hate it when my city gets invaded by 8-bit demon ghost thingies, so something definitely needed to be done about it!  Skating around streets like on an ice rink is a blast, the artwork is cute, and the music totally rocks.

I know that you didn't get to work on this for very many hours, but I believe you have good things ahead of you.

I don't know whether you remember me, but about a week before the end of the jam, I hung out while your team was working on this.  Your group was really friendly, cohesive and well-rounded, and the project was a cool idea.

I decided on a whim to see what I could do within a week, as well.  Thus, you all (unintentionally) inspired me to do my very first game jam. <3

Thank you so much!  

I love this game!!  <3

It took me a bit to get going, since it wasn't at all obvious how it works, and the controls are a little clunky.  That said, I absolutely love the adorable and creepy aesthetic, and the core game idea is unique and really has potential.  There aren't many things around anymore that are as off-the-wall as this. 

I like the idea of slick chess, and I love the "pawn shop".  I understood the concept of being able to cheat, but I didn't really see it in action.. Perhaps I missed something.  I also wasn't sure what the checkers are for.

The game is very easy, in its current incarnation, though.  Also, this may be the first time I've actually taken a king in chess. =)

I collect snow globes, so I really love the idea of playing a game inside one of them!  I also really love the snow effect that you created in this game; It's beautiful.  My game also has a lot of snow, but it looks somewhat different, and I really like the way it looks here.  I would consider putting in a way to shake up the snowglobe, maybe shifting the plow or landscape around a lot while also making it snow a lot more. 

I used to love the game Spy Hunter back in the day, and I can see the clear inspiration here.  It was quite fun, especially the tilting mechanic. 

I really like the interpretation of slick you used for this game.  I also found the flashlight clicking sound very pleasant.  I made it until morning! 

Thank you so much. To you, as well. 

I added them to the game page, as well.  I had initially put them in the game because I read somewhere that it might be better, to make sure the credits aren't lost if the game gets separated from the page.  Thanks again for the advice. 

I'm glad you had fun. 

I agree that that retrying is frustrating; that part was an intentional choice to make it more of a rage game, just for the jam. Maybe I should have increased the speed at higher intensities. Since there's no limitation on dashing, I used that a lot during playtesting. If I develop this further, I will probably go in a direction away from the rage game aspect and do something with the speed.

Thanks for the feedback. I'm glad you liked at least some things. I wanted the game to start out easier, so I also chose the lowest level with actual snow as the default during the opening scene. I wonder whether I should have increased that, though, since the storm actually makes the game much funnier to play.

You're right about the acorns.. I barely fit the game into the time period of the jam, even finishing a fix to the web version literally the minute it was due, so I only got the Windows version entered. I'll also take the jump speed into consideration.

I'm glad you liked it. 

I did not make the assets (except for the tiny snowflake artwork that falls during the storm after beginning the game stage itself).  All assets were legitimately acquired and used, though.  There is a button on the lower right corner of the opening screen that leads to a full credits screen.

Thank you for posting the first game jam feedback I've ever received. =)

What I was thinking when I designed the movement system was that acceleration is slower when running on slick surfaces, so it is a little harder to get going from a complete stop.  Deceleration is also slower, so it's hard to stop moving.  I could change these exact levels a bit in the future, or vary them by stage.

Perhaps I could make the dash faster at higher difficulties, since it would make surfaces feel even more slippery, while also adding a tool for more experienced players.