I was thinking the same thing
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Do the pickupables help to build the snowman? I couldn't get to that because the minute time limit is pretty short.
This game also seems to be using some advanced Unreal effects, I have a powerful machine and my fans kicked into high gear. You might want to put the effects on low from the start in the future.
We had that but there was a bug where the enemies couldn't attack the drill so we removed the navmesh obstacle last minute. There is still a collider on the drills. I believe the gun uses a raycast, the turrets possibly don't (I didn't make them), that's probably why they work and the guns don't.
I'm glad you enjoyed it!
I definitely enjoyed the art and style. The instructions screen on boot up kept flashing and disappearing before I could read it. I don't just think the mouse sensitivity is the problem, but also the mouse acceleration feels kind of weird; not that it couldn't work, but it needs some tuning. The FOV also felt too narrow.
Other than that, good game!
Great style and presentation! The colors are beautiful! I also enjoyed the main gimmick of sacrificing one advantageous thing for another, in this case snowball size and speed for an attack. It reminds me a bit of the game I helped make for this jam in that way, sacrificing resource to help get more resource (which was partially inspired by F-Zero's mechanic of sacrificing shield to get a speed boost).
Good style! I enjoyed the presentation! The cloud shadows scrolling by was a nice touch. I personally would remove the chromatic aberration and possibly add a slight depth of field to the background. I also wish there was an in-game tutorial and I think that the gameplay loop is a little too long for a game jam game. Other than that, good job!
Thank you for your feedback. We went through several different iterations of the game with different mixes and matches of the mechanics. Through playtesting we found that prior versions were too difficult for players so we decided to make it easier and more accessible for the jam with a tutorial level and a relatively easy main level. There was also a scaling system that would gradually make the game harder to prevent the kind of tactic you tried but we found a major bug in it last minute and had to remove it. The upgrades system was also not completely fleshed out due to the time constraint and only one person working on it, nor was it playtested extensively.
Balancing the game was the biggest challenge when developing it; we did the best we could for the time we had but it certainly could have been better. There are some commenters who have said it was too easy and some who said it was too hard. If we went with one of the previous versions most of our commenters probably would have exclusively said the latter, so I'm glad we put a focus on ensuring everyone could grasp the mechanics rather than creating an intense and demanding challenge.
Thank you for your feedback. We went through several different iterations of the game with different mixes and matches of the mechanics. Through playtesting we found that prior versions were too difficult for players so we decided to make it easier and more accessible for the jam with a tutorial level and a relatively easy main level. There was also a scaling system that would gradually make the game harder to prevent the kind of tactic you tried but we found a major bug in it last minute and had to remove it.
Balancing the game was the biggest challenge when developing it; we did the best we could for the time we had but it certainly could have been better. There are some commenters who have said it was too easy and some who said it was too hard. If we went with one of the previous versions most of our commenters probably would have exclusively said the latter, so I'm glad we put a focus on ensuring everyone could grasp the mechanics rather than creating an intense and demanding challenge.
Thank you for your feedback!
Unfortunately the enemies bug was caused by fixing another even worse bug.
We wanted to balance more and create a challenge that would require truly utilizing the games mechanics but felt it would be best to make it easier and more accessible for the jam. We also thought of and experimented with multiple methods for traversing the islands and eventually went with a glider, which was honestly the best of them.
The presentation was meant to reflect the slightly dystopian themes of the game, I'm glad you enjoyed it! And you complimented my writing too, thanks!
I liked the concept and enjoyed the gameplay! At the very beginning, I was a bit unsure what was an obstacle and what was just a prop in the background (I apologize for not reading the instructions beforehand). Some clearer indication of what was what (maybe outlines on the obstacles and/or less saturation or a bluish tint on the trees and bushes to indicate that that they are in the background would help. Also, most bushes are dead in the winter when there is snow! And the trees should be pointing upright!)
Good game!
Over time I started to enjoy the game. That being said, I felt bombarded by mechanics at the very beginning that weren't explained very well and left me a bit confused and frustrated for the first 3 minutes until I figured it out. I think an easy tutorial level would have helped ease players into the gameplay loop. I also think that the timer might be better as a screen space UI element, having it be world space is pretty challenging especially in the beginning.
There is potential here!
I had the hide cursor script enable on Start() but idk why they did not work in the tutorial scene. It was a bug we were not able to fix before submission. After submission I realized that it may have been because of the 3rd party dialogue system we used for the tutorial (I had never used it before).
Thank you for your feedback. We had multiple different versions of the game; earlier versions had fewer islands, they would shrink much slower, and/or there would be increasing cost of buying drills and/or turrets, which would incentivize players to spend time at each island and disincentivize hopping from one to another without giving each much thought. Most of the other versions were much more difficult and demanding, and during the last day much of our time was spent balancing, creating a tutorial level and making the game easier and more accessible. We also had a scaling system that we had to remove last minute because of a major bug. The final version of the game does not fully flesh out the mechanics or balance them in the best way but it's much easier for players to grasp and complete and it's less frustrating.
Balancing the game and effectively teaching all the mechanics to players was arguably the biggest challenge of its development.