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strakerak

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A member registered Aug 26, 2020 · View creator page →

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Got a 1:43 time with 24 resets after some practice.

Definitely has a rage vibe!

Anyway, was the reset function still accounting for physics intentional? If I reset, sometimes I would keep falling off of the platform, so I'd wait until I hit the ground to do so.

On the other hand, adding it to your time was a nice penalty. however, there was one part where you got stuck and *HAD* to rest. Also don't know if that part was intentional.

My feedback on that function + penalty would be, if resetting was only a choice, then remove all abilities to get stuck (instead of forcing a penalty). Physics part can stay because that seems like skill issue, OR trade it off with the time penalty? 

I definitely abused the reset system with the physics a few times to force a jump through a checkpoint. Was able to get up on other platforms that way :P

Concept is common and i had a fun time hoping for RNjesus to bless my maps with a bunch of presents in clusters, allowing for random replayability. 

THIS GAME WAS BEAUTIFUL!!!!


Mechanic wise - I was able to Spiderman across the map, the ability to climb on a certain tree's sensitivity was wayyyyy too high. Reduce for further playtesting. Or, was it due to being in the area of another tree collider that let you latch on to other trees across the map?

Bells were sometimes not in order when found, but the effects still took place, which matters more to me :)

It took a long while to understand the mechanics, and I kept finding myself on the losing screen, despite getting presents into chimneys. 

Chess engines are a bit hard to build! This was a nice take. I liked the randomness of the pieces on the board. I do wish it were the same for *every* level, it could have added some replayability. 

Thank yoU! I did have to add some form of pressure into the game, so that mechanic came around time. Had there been a bit more world design time, I would have done a 'bonus round' of shooting presents into houses OR 'opposing forces' messing with your run. 

Once I got a feeling of the map, I was able to complete the game near blind. I didn't understand what the tiptoe mechanic was meant to be, so I just stood still until I didn't hear any footsteps anymore. At that point, it was pretty easy to beat the game.

Loved the light mechanic, it mainly helped me memorize the map before my final Jame Win run. I do feel like the avoidance mechanic could be improved, as bosses are supposed to put up some kind of good fight, then lose to the player in the end (unless player has skill issue)

I laughed more than I should have at this game.

The mechanic system was interesting, but in tandem, the controls felt... Cheap? Not to say it as a pure negative, sometiems that can be the intention of the game, but I definitely just kept tapping keys until the right timing came up to shine the bell.

My one caveat is that it seemed to progress from learning how to play the game to becoming frame perfect with your input way too quickly. It got to a point where I was pressing keys in order at a specific time to get through the levels (speficially huh, GRRR) over analyzing WHEN to do it. 

This is truly a speedrunnable game, if you were to add one feature to it, it should be a timer. 

The loss sound byte was so funny. 

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The artwork was really great for this game.  Great concept, great story, really got me immersed.

The only thing I didn't fully enjoy was the reliance on trial and error versus more inductive reasoning of the game. A lot of it came down to lucky guessing, even when I started stacking hint, ice, and church cards. I found myself purposefully losing so I could restart the level for the sake of trying again at full health. 


There were a few times where I had that lightbulb and figuring it out moment though, so getting past the Nuns/Snowman was fun!

Wish I could have downloaded this game, I was unable to run it in browser. 

Interesting. Didn't know shining the light on the ghosts would stop them. I could tell I was getting closer to the end from the more 'complicated' turns, I like the progressing. 

I liked how the story provided more guidance through the game, giving you immersion through interaction,. The storyline itself was definitely spooky as you find out more about the lore and your role before the main loop in the game.

Fridge part was a bit spooky. 

There were a few buggy things when it came to opening doors (some marked as Locked when they could be opened). Nice particle effect upon 'level 2'. 

Thanks! The controller itself wasn't too difficult, but I will admit there might have been some world-building creep. Hence the nine bells, we wanted to put a small 'christmas town suburb vibe'. 

The big issue I personally had was the 3D Collider logic in Unity. That was more of the doozy, and even then it led to some bugs on the flight path.

Thankfully, we were able to center it around the goal. 

I'm a lot more proud of the fact that we were all able to work on the main world scene at the same time, and have Git/Unity handle all the merge errors for us :). Lots of ping pong pushing and pulling, but we somehow managed to get two bad commits out of nearly 100.