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Snow Fox
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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!
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!
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!
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!
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 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!
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!
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).
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!









