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Corinn

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A member registered Jan 01, 2024 · View creator page →

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I am so sorry I forgot to reply to you, but that means SO much! The style was a shot in the dark, but hey that's what Jams are about! While some major life events occurred and delayed production, I would like to wrap it up by the New Year. We really hope you enjoy where it goes!

- Corinn

Yoooo, this was adorable! And very very fun.  Visually, love it, pixel artstyles is always something I'm fond of and I think you implemented it very well here. I also was very happy by the sound effects. The choice of each was very nice and well balanced in terms of volume levels. The different departments made sense and none felt too similar to another where I was getting frustrated at different complaints that could go in either.

I also don't think I received any calls as one other commenter mentioned, but I was patching numbers through, so maybe I simply misunderstood the mechanic? I could not tell exactly what I did that bumped me up to a better position, so it was a little hard to gauge out how to go about each level. The shortness + speed of each exacerbated that, as I didn't have much time to experiment and learn mechanics beyond the explain How To Play controls. 

Super sweet, very well made [especially for a solo dev!! :0 <3], I would love to see this finished up post-jam. :3

The little guy is so charming. He has such a mischievous vibe. I like the idea, but the blocks were so light and movable it was very difficult to implement any sort of strategy to build up with how slippery they ended up as a consequence. I wasn't able to use the pretty blocks (which I loved as an addition) because if I didn't exclusively use the wide flat ones, everything collapsed pretty immediately. I don't mind the slipperiness of the little guy, actually, but I imagine some folks might not like it. Good work and good luck if you ,,, build,,, upon this!

The little guy is so charming. He has such a mischievous vibe. I like the idea, but the blocks were so light and movable it was very difficult to implement any sort of strategy to build up with how slippery they ended up as a consequence. I wasn't able to use the pretty blocks (which I loved as an addition) because if I didn't exclusively use the wide flat ones, everything collapsed pretty immediately. I don't mind the slipperiness of the little guy, actually, but I imagine some folks might not like it. Good work and good luck if you ,,, build,,, upon this!

Thank you for the feedback!! 

I wasn't super happy with using free-to-use stock images I edited to be pixelated and green, but I knew off the bat I wouldn't finish in time without them. Definitely would like to handdraw backgrounds. I definitely need to adjust the selection button, it's far too difficult to see, and there *is* an overlay that gets more apparent with the degradation of the mental state, but it's definitely hard to notice it without multiple choices in a row. I need to show the full progression of 6 [best mental state, no overlay] to 1 [worst without a game over, max overlay] to some folks and get feedback if it's too weak or too strong at any point.

This was made SOLO in 3 days?? It feels so TIGHT! It was a perfect level of difficulty, I both felt like a master and a moron back and forth. The tails you can't see on the long missiles until they were in the player area kept them a constant threat. I don't know if this was intended, but I ended up collecting loads of bombs, so I never felt like I needed to manage my inventory of those. The whole thing really scratched an itch in my brain. It was a great time, and if you continue, I'm gonna be back for sure.

Bro I gotta protect the little baby turtles man. The turtles as enemies were really fun and I was DEDICATED. I'd like a visual indicator that we're moving up, since I wouldn't have known if not for reading your description. Sometimes, the speed of the player in these types of games is too slow, but I think this is a good balance on the slower side. Makes things more stressful but not frustratingly so. Good work!

More importantly, I want a plush of these long-legged fuck-you turtles. /srs

I'm picky about platformers, but I really like what I'm seeing from this one so far.

I love the concept of a man suffering from Alzheimer's and its progression through a platformer. The choice of setting was also a great pick, early America iron-working, right? It's a great fit for both the lack of diagnosis and the platforming aspect, so I really enjoyed that. The scribbly visuals and degradation of facial quality feels sort of Picasso-without-color in nature and keep it nice to look at. I didn't have too much trouble figuring out the controls like hopping between ziplines, etc. without much more than an explanation of the basic controls.

There were a few spots with impact issues that made it hard to play, namely in Level 2. I actually couldn't finish the game because I fell on one of the zipline areas ~ halfway through 2 and nothing killed me upon falling, so poor Victor is now stuck falling through the infinite void. The one that was the most bothersome was the diagonal moving platform that's followed by a back-and-forth wall jump with wall spikes, if I could describe it alright. That moving platform caused Victor to stutter and hop and shoved me off as I neared the bottom. I really struggled to work around it. I'd have liked to see less with a bit more polish. More NPCs closer together might have helped.

Genuinely had a very fun time! If you haven't checked it out and are planning to continue any work on this, I recommend looking into the game N+. In terms of the controls, physics, and obstacles (minus flavor) it's got a lot of similar bones, I think. Reminded me of it instantly.

I'm picky about platformers, but I really like what I'm seeing from this one so far.

I love the concept of a man suffering from Alzheimer's and its progression through a platformer. The choice of setting was also a great pick, early America iron-working, right? It's a great fit for both the lack of diagnosis and the platforming aspect, so I really enjoyed that. The scribbly visuals and degradation of facial quality feels sort of Picasso-without-color in nature and keep it nice to look at. I didn't have too much trouble figuring out the controls like hopping between ziplines, etc. without much more than an explanation of the basic controls.

There were a few spots with impact issues that made it hard to play, namely in Level 2. I actually couldn't finish the game because I fell on one of the zipline areas ~ halfway through 2 and nothing killed me upon falling, so poor Victor is now stuck falling through the infinite void. The one that was the most bothersome was the diagonal moving platform that's followed by a back-and-forth wall jump with wall spikes, if I could describe it alright. That moving platform caused Victor to stutter and hop and shoved me off as I neared the bottom. I really struggled to work around it. I'd have liked to see less with a bit more polish. More NPCs closer together might have helped.

Genuinely had a very fun time! If you haven't checked it out and are planning to continue any work on this, I recommend looking into the game N+. In terms of the controls, physics, and obstacles (minus flavor) it's got a lot of similar bones, I think. Reminded me of it instantly.

Alright, a tower defense game where you're mobile is a thousand times more stressful and I love the idea! And Pulling off a not-difficult-to-understand 3D space in this short of time is a challenge I'm very impressed y'all pulled off. Absolute kudos. I actually ended up liking the high difficulty and scant resources, though I can see how some folks might find it too difficult. The minimap was an excellent addition I found myself using frequently. I've never seen it before and it was a simple thing that greatly improved the experience.

I wish there was a little more time to get familiar with the controls before the first wave starts, and I also feel like having a colored area when you try to place down the towers to indicate where they can or cannot go would have been very useful.

I ended up running in circles around my towers and that was honestly a bop of a time. :] Awesome job y'all.

That's fair! I struggled with the timeline, that's for sure. I thought I'd end up much further along than I did. I don't plan to join Mini Jams any longer because of that, I just don't work efficiently enough for 3 days. I'm glad the atmosphere hit, though!

Genuinely found myself REALLY enjoying this, the challenge was certainly difficult at times but the separation of chambers provides a great fluctuation of stress and rest. I'm gonna keep this game on my laptop post-jam and follow any updates you make!

I messed around with everything I could think of and reuploaded the file. If this doesn't work, I won't be working on it more for the time being and I'm sorry. The last thing I could think of as an issue would be not having the XP RTP (found here, it's free to download). I'm not well versed enough in file types to know if there's anything else I can do now.

I messed around with everything I could think of and reuploaded the file. If this doesn't work, I won't be working on it more for the time being and I'm sorry. The last thing I could think of as an issue would be not having the XP RTP (found here, it's free to download). I'm not well versed enough in file types to know if there's anything else I can do now.

No, RPG Maker XP games apparently are a bit difficult to share. I can't make it into a webgl or html file, and I'm not exactly sure what I'm doing wrong with the downloadable. I'll keep looking for a solution.

Sadly, RPG Maker XP can't really make it into an html or webgl version, from what I've gathered asking if it's possible with other users. I'm really sorry, I'll work to at least make it a more functional downloadable.

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Yeah, I just tested it! It gave me the "do you trust this?", then extracted. I just clicked the "show in files" on my downloads and clicking into the folder Songs of the Snow, then opening the "Game" file ran the game just fine on my end.

That is indeed all I uploaded, there was no file folder attached to it, everything got compressed into that .exe . If it doesn't function, I'll ask around some RPGM spaces to see where I went wrong!

Shoot, others said it was fine after downloading, but I've been troubleshooting so I can't say I'm surprised. I've never exported an RPGM project before so I've been struggling with it. It's not in your downloads folder?

Oh I could play this for ages. The online leaderboards is super encouraging!! Awesome entry. :]

Conceptually sick and I really enjoyed it. I didn't finish the second level, mostly 'cause I'm tired not the game's fault, but I love games that don't shy away from making the player learn and this is exactly that! Great entry. :]

Listening to all of the calls from the entrances of the caves is how to finish it. To be honest, I had to scale the whole project back because it was too much for me to handle in the 72 hours.

I believe it's all fixed now, so I hope it does for you!

Gah! I was trying to get a friend to test it beforehand because the exact problem I was worried about I couldn't check as I had all the files already. I'm working on fixing and reuploading it currently. Check back later, if you want! I should have this sorted out by the end of the day. :'] I'm so sorry for the inconvenience!