You know, I noticed this when I was playing the game on the very last day! If I get a chance, I'll go in and change the draw order so the stations are on top of the ice effect, I think that'll help a lot.
Thank you for the feedback!
I gotta be real - I never made it past the jump where you have to "thread the needle" between the ice hazards on the ground and in the sky.
That said, I am not exactly a Kaizo Masochist, and someone who is would probably really like this game. I found the presentation to be very pleasant and I loved the freezing animation.
Personally, I wish the fires served as checkpoints, but then again maybe the game is much shorter than I thought and I just suck at platformers lol
Either way, good job!!
Artwork is top notch - love the softness of the pencil texture and paper-like quality to the color flats. Adds a warmth to the game that is undeniably comfy.
As far as the actual game? It is great! Minimal set of components used in various levels in creative ways. Being able to push the blocks with additional shots from the gun is a great addition.
Very few notes, the game is a perfect example of a great "Game Jam" game. It could definitely be expanded upon to add some variety, but given the time limit this is dope!
This is a really great game! The visuals are superb, I especially loved the wire-frame effect on the scanner/missing body part models.
Skating and placing ramps felt extremely fun - almost like a Quake-inspired figure skating game.
I would really like to see the original ideas of the game brought to fruition, as the bones here are great. I definitely wish there was a little more going on combat-wise with the robots, maybe something as simple as making them a little more lethal to add some tension of the current version of the game.
But seriously, this is great! The movement and graphics alone set this one apart.
Didn't totally understand the flow of the game at first, but I think this is interesting! I feel like if there was something that differentiated the interaction of each station it might create a little more interactivity or variety in the gameplay, like needing to carry the ice back to the cauldron, or clicking rapidly to stir the cauldron.
The graphics are nice, especially the snow textures on the terrain!
I really appreciate that I can feel the game design in this game. It is clear, concise, and I quickly had goals and ideas of what to do without being explicitly told "GO HERE".
I do feel as though the timer is a bit too short. I had a frustrating time trying to solve the block sliding puzzle, as I just didn't have enough time to think of solutions. I kept finding myself running back, pondering the puzzle for a few seconds, and then freezing.
I also understand why, but I wish more of the puzzles could have been solved in a more non-linear fashion. It felt like the "Simon-Says" puzzle with the TV was more-or-less impossible to solve unless I had enough of the items. I wish I could have solved that puzzle in order to maybe get a different item in order to have more time to solve the block puzzle I was struggling with.
All in all, I actually found this game to show a lot of promise! Keep making games! You definitely have a mind for game design, so keep doing it.
Great artwork, I especially thought the parallax(?) backgrounds look great. Loved the geometric look on the trees.
Unfortunately I had hard time with the gameplay - the controls threw me off a little bit with UP being jump and Freeze being SPACE. I also felt like the collision shape sizes could have been tweaked for both the goblins, the ice effect, and the size of the collision of frozen enemies.
Something to explore might be pushing blocks of ice once enemies are frozen, or having a flame that can thaw out frozen enemies (this may have been in the game but I did not make it past level 3).
First off, the game looks great. Really enjoyed the health indicator in particular, I loved that it was unique but simultaneously intuitive.
I think I struggled a little bit with being able to visually assess all the projectiles on screen, as they're pretty thin and concealed by the screen overlay/HUD graphics.
The Freeze mechanic felt great, as soon as I started feeling super overwhelmed it felt very nice to be able to pause time and mow-down enemies.
In short, great work! Especially for you first entry. The pixel art rocks and so does the menu, so kudos to you.
I completely agree! I spent the whole last day of development working on sounds, but I definitely would have liked to get way more tiny animations into the game. Especially some squishy ice cream ones and more expression from the customers. I originally planned on having different facial expressions for each type of penguin and each customer satisfaction level, but that slowly turned into make a lot of drawings. Unfortunately I worked through most of the Jam, so I only really had Sunday-Wednesday to make everything.
I appreciated the feedback and appreciate that you played the game!
Wonderful progress! I see so much potential in this project. I understand everything is very early on, so any feedback I have is minor. I think you're on track to build something really cool.
I'd appreciate being able to ride the horse in the larger field area. I kept having a problem where the horse would get stuck in the doorway. Maybe a button that summons the horse as long as the player is outside?
Other than that, fullscreen would be appreciated. At least on Windows, Godot games can have some pretty inconsistent performance when windowed.
I'd personally love to contribute to the game if you're looking for any sort of environmental art or 2D/3D assets. I am not skilled at animation, but you can check out my profile and see some of the work I've made.
if not, that's cool too! Keep up the great work.