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Snow Fox

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A member registered Aug 26, 2018 · View creator page →

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Thank you for playing!

Thank you for playing! I'm glad you enjoyed the story!

Detective mechanics are definitely on the way! 

Hello! Not sure if this thread is still active, but wanted to ask about traveling to other islands and the Time Mechanic.

For example, let's say I want to travel to the Craftwharf Market, and I have the standard 3 section clock.

Starting my day with the Rize Sprite is +0.1 TSS.

Catching a cloud to Sky Drop Landing takes a minimum of +0.1TSS, unless I get unlucky.

Renting a Sky Beast to get to Craftwharf takes a minimum of  -1P and +1TS, unless I get unlucky.

Then when I get to Craftwharf, I do one of the things that takes +0.1TSS.

So at a minimum, the total time I have taken is 2TS and 0.1TSS, leaving me with 0.1TSS left, which is not enough to get home 😅. And since I've already used 1p, I don't technically have enough to be whisked home without going into negatives.

I guess I just want to know if I'm calculating this correctly. 

Having fun so far!

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Has a fox in it. 10 out of 10.

But really, this game is really good at building atmosphere with the music you've chosen. 

The world building is very nice and I would look forward to learning more about the world you've created. 

Great entry!

(also sorry if it looked like I posted this 3 times. I don't know what happened, haha)

Very interesting start!

As someone who is new to the Renpy engine, I gotta figure out how four directional movement was implemented. 

I love the style of the logo and the UI. I imagine you might update the character images, but I think their simplistic design is an interesting contrast.

Regarding the controls, maybe this is a restriction from hacking the Renpy code, but it was slightly awkward to have movement be Arrow Keys, and interaction be Enter. I would have much preferred WSDA for movement.

If you do release new demos for this game, a single looping music track would go a long way.

Great submission!

Very fun, bite sized game!

Your character art is very cute and has so much personality. I especially love Wave's water themed design combining with the little pipe they have. It made me wish to see the other characters also have some kind of representation of their elemental affinity in their design as well.

The mystery mechanics are simple to understand and very well implemented. I loved the battle system in particular. Very JRPG approach to investigation! I want to see more games with that concept.

A minor nitpick about the Compare Mechanic, I was initially confused on what I need to do. At first I clicked the Compare Button to get the two note sheets to appear, so I didn't realize that I needed to click it to actually compare the note. That was definitely my fault, and should have been common sense, but I think clicking the screen to reveal the note in the first place was what confused me. Again, probably just a me thing.

You do a lot of good world building through the story, and I would love to see how it continues if you decide to. (My guess is that the Mayor is actually an evil mushroom, given the foreshadowing of the coral conversation and the parasol silhouette.)

Overall, a very fun experience!

Thank you for playing!

Have you ever seen "The Langoliers"? This game kinda reminds me of that movie's portrayal of traveling back in time and the past trying to destroy them.

I digress though. This was a fun game to play with an interesting concept. The music fit with the years, though I wish that maybe the obstacles and backgrounds were more themed for the year. (Though I do understand the difficulty of finding good free assets).

The random generation of obstacles was fine for the most part, but specifically with the spinning platforms I often found myself in an unwinnable situation where both were near side by side. A spinning wall of unavoidable death. A checkpoint system would be a welcome addition too!

Over all I had fun with this game!

Very unique art style here! The music really sets the mood. I'm a sucker for puzzle and mystery games so I look forward to seeing where this goes!

Very short, but solid! The jumping feels very smooth, though there were times when the jump wouldn't respond and the character fell to his doom. But otherwise very well put together platformer!

Took me a minute to realize I wasn't supposed to be aiming for the purple projectiles, haha. This was a very simple and fun game to play! I love the flashing in the sky when you hit a ghost, revealing what's hidden in the dark above.  I also love how as a "Shoot em Up" there's more to it than just mashing the shoot button as not only do the rockets have different firing heights depending on the meter, but also, mashing short range obscures the purple lights you need to avoid. Well done!

That was really fun! I was a bit confused on how to progress until I ran out of mana and found the healing function. I kept spending mana to heal and found myself spamming meditation and healing at one point. It was fun button masher!

Very fun to play! I find the idea of a snowman trying to escape a California heatwave very amusing!

This was an interesting experience. The idea of traveling down the longer road and working harder as the days tick by, and the fact that you can't go back on previous decisions felt very symbolic.

The presentation and graphics are really well done too!

I love the concept of this game. It's got one of those quick to learn, slow to master feel to it. It was far too difficult for me to complete but I did enjoy playing it!

I love the art in this game so much! It's adorable!! It's a fun little experience that explores a different culture's New Year tradition :3! A little background music would help!

Thank you for playing! I’m glad you enjoyed!

I’m surprised I got it done too. 

Also,  I like the way you think bout pizza, haha

Huh 0.0. That’s an odd glitch. 

I’ve never played around with Full Screen mode, so I had no idea that it would change the physics of the jump. I’ll have to try that when I get home and see what happened.

Jump height is not random, though I understand why it might seem that way. I was having trouble with the Physics System as I was experimenting with Variant Height. Because of that some jumps stop short of maximum height. I wanted to tweak it but I was running out of time. 

Hope it wasn’t too jarring !

Thank you for playing! I’m glad you enjoyed the story!

Thanks for playing and commenting! 

I’m glad you enjoyed the story, as that was what I mainly focused on. Run and jump we’re second in mind, so I didn’t want it to be too difficult or punishing.

Thanks for playing! I’m glad you enjoyed!

Thank you for playing! I’m glad you enjoyed!

I wanted to do multiple endings but I had a feeling that it wouldn’t be worth a full replay. Both bad endings lead back to the last level to try again.

Metroid-vania adventure game was what I was shooting for, so I’m glad it gave off Metroid-vania vibes!

Thank you for playing! 

I left only about an hour to work on graphics and that turned out to be a mistake, haha. I agree that would have made navigation much easier. 


There is technically variable jump height, but the way I coded it made the jump function too sensitive, plus the height was bugged and fluctuating. 


I’m glad you enjoyed the story!

Thanks for playing! There's a lot I want to add to this game, and I like some of your suggestions! 

Thanks for playing! I agree, the dungeon felt a bit too grey.  If I work further on this game I'm thinking of theming different levels :)

This was a pretty simple but challenging game. I love the idea of sabotaging the other racers to win. I got close but never made it to first, haha. Very festive music too!

Thanks for playing! I’m glad you enjoyed.


I will definitely look into GDWC, thanks for the recommendation!

I love this image you have made. Thank you 😂 

Hey, thanks for playing! I'm glad you enjoyed!

I agree, Calm Mind is a bit strong defensively, but it was the only way to make it winnable :( Something to change when I get the balance better. 

I think I'll consider being more ambiguous with buffs and debuts in the future, thanks for the advice!

Thanks for playing! I’m glad you enjoyed! I have some ideas on expansion that I hope to implement soon!

Hi! Thanks for playing! I’m a DnD guy myself and am familiar with “Action Economy”. But it wasn’t on my mind when I made this, so I agree that the balance is very, very off.

This was intentional...at first. This fight was supposed to be a failure and was actually far more unbalanced than what it is now. I had plans to make a few smaller fights after to have the player gain health and earn new powers.

I’m not sure if that would have helped the balance all that much, but it got set aside due to time :(.

So I tried to make it at least somewhat feasible to win,  still not taking “ActionEconomy” into consideration. 

Thanks again for playing! I really appreciate the advice and criticism! 

Very fun to play, though I am very terrible at it haha. 

I think what would make it better is if there was more input on the jump, like holding it longer makes a higher jump or quick taps equals quick hops etc. Over all though for a jam game it's well done!

I had a lot of fun with this one. The music is very atmospheric and it fits the theme very well. 

I love how the them is not only incorporated into the story, but also into the game play.

The last level I felt tested the player's understanding of the mechanics pretty well. 

Interesting concept. The art style is pretty cool, kinda reminds me of Ape Out. The guys dropping from the ceiling was a nice touch.

I found hitting things pretty difficult, especially since the player needs to finish his punch animation to actually hit anything(which I suppose prevents spamming if that was the intent).

Very smooth movement for fast dodging.  I can see this being a mobile app.

Hmm that is odd. Something to figure out later.

And Yes!  I did notice that. I had to shortcut the dialogue codes a bit, but it's something I can easily fix in later editions. Thanks for letting me know!

Hey! Thanks for playing!:)

Yes! I have played “Papers, Please”. In my short dev log I mention how it was a part of my inspiration for the game. 

As for the shrub, that is very strange.  Was the Shrubery green or was it just branches? The image of the branches was supposed to imply it was dead, lol. 

I do intend to further this idea with more challenges and an actual goal.  

Thank you very much for your critique, and thank you for playing! 

I see. That shouldn’t be the case. I’ve played it again and it seems to be working as intended.

What I think might be the issue is the difference between Good items and Broken items is not very distinct. 

For example, they might have a Rubber Duck in their receipt, but the item itself is dirty and used, so you would have to deny that refund. Each item has a broken or used image that needs to be denied if shown.

This is my bad. I neglected to put any kind of instruction in my game, or even an image index for reference. 

Thank you for playing despite its flaws. Your input has been very useful! 

I'm not sure what you mean by broken. Are you saying that clicking Deny nets you points no matter what?