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GeoKureli
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I still feel the pacing is slower than intended but I'm able to pick any bottom piece to start, which definitely cuts out a bunch of time spent staring at the game without making progress.
I would remove the sound that plays when connecting the wrong symbols, it happens so often, there's no real penalty and often it plays when make a valid connection or just making good progress, and thats confusing.
would be nice if connecting a symbol would remove all adjacent symbol of that type, like in bust-a-move, which would allow more long-term strategy than removing each individual tile.
the pathing code here must be complex
I want to like it but I'm really struggling with this. is the bar on the bottom right the snow meter? it never goes down no matter how much I skid; it just hits max, stays there for a while and then I lose. You did a great job giving feed back about my skids (love the effects) but gave no feed back about how they affect my snow problem.
I really dig the Mode7 style, too
love the cut scenes, the graphics, the dithered sky. Love the music, too. the game is fun but i felt the end arrow was frustratingly unhelpful, in general getting through and finishing the level took trial and error rather than skill and finesse. In general I wish a lot of games like this zoomed out to show whats ahead, it will feel less speedy, but I get to react to things
Cool game, a fun unique style of puzzle-platforming. Nice graphics and overall vibe. It felt nice a really nice winter game between the pacing, music and graphics.
The gameplay felt a bit tedious and grindy, It seemed like you wanted me to break every iceblock which just takes a long time, as you have to loosen each individual clear block. I felt the shop and currency overall hindered puzzle and exploration aspect.
It's nice to see a game without literal "rolling", a combo mechanic system is just as much "gaining momentum" as physically rolling, but that said I felt like the size of my combos were predetermined by the level layout, and I never once felt like i was "on a roll"
Man, I went real hard on this one, and got really into it. love this concept, but it gets a bit monotonous. The mystic forest was cool, but I don't know what the doctor does. Day 50 with like 17 people, farmers are key.
The graphics are simple but the animations were nice and everything was snappy. The theme is there, it's decent, but any resource management game will fit so it's not an interesting use of the theme.
you can try pixel perfect collision, or what I did in Ritz with it's big ol spikes
https://github.com/ninjamuffin99/RITZ/blob/master/source/props/SpikeObstacle.hx#...
I like the style, and it seems pretty fun, but the last bit of the second level is pretty ridiculous. plus you seem to like cheap deaths when the camera is panning, and that's always a mood killer. I'd love to see the rest of the game but I've tried 10 times and every time I fail I go back to the start, save that for New Game+.
I didn't really see the theme in the gameplay, which is where I look for it in jams. regardless I plan to visit back here periodically to see where you take this.
I love the concept but I had a hard time getting into it just from the numbers, They spawn faster than I can kill, overlords seem to take way too many bullets, where buddies die faster than teens in a horror movie. I'm sure it's fun if I can precisely and quickly kill a few overlords and get a few buddies, but I'm having a real hard time doing that.
It'd been nice if maybe the starting enemies were weaker and it got stronger once you had a chance to get a decent army. but the fact that I can't spray and pray against damage sponges is really holding the game back. I had better luck in sacrifice if I just camped out on top.
With some more time, some number balancing, some more progression this can be a really cool game.