I love low poly games like this, thanks! I think the map boundaries should be more visible, I kept hitting invisible walls until I learned what the play area is. I don't think presents should have collision, if I have elves at my heels I don't want to stop moving when I'm aiming for a present. Or, if that's the point, decrease the elf speed an make me pack the present before collecting or something, so I have to calculate whether I have enough time to stop and pick it up
jan_cho
Recent community posts
I love this concept! The game runs very choppy for me, could it be a compatibility issue? I'm running it on Windows 10 (tried Windows 8 comaptibility, seemed to be a bit better but still difficult to play). It's not a gaming laptop but it's got a decent processor (AMD Ryzen 5 3500U with Radeon Vega Mobile Gfx 2.10 GHz). Any ideas as to what could be causing the lag?
Is there a reason why there's a health bar and a "dream" bar separately? Depleting either ends the dream so it seems to me like they could be merged into one (though I haven't gotten to far into the game, might make sense to keep them separate down the line).
I played around half an hour in total so take my feedback with a grain of salt. I'll definitely come back to it but as is it's really hard to play with the choppy visuals.
Can't wait to see where it develops!
I love this! The art style and the blinky snowball are so cute! The inertia of the big ball vs the jumpiness of the small ball are so intuitive. That being said, when I'm an big inert snowball pacing back and forth ever more sluggishly, hoping to amass enough snow to double jump, it can get tedious. It might come later in the game (I couldn't get much far) but I think some levels would benefit from slopes, planned falls down curves that the player has to time before restarting the level to try again (sort of like a Sonic the Hedgehog type of level where you launch youself). I think the horizontality of the game doesn't give the concept enough of a playground. Still very nicely rounded and original, I had fun!
I love the vibe of this game, the graphics and cloth physics seem expertly made. I was getting too often stuck on invisible geometry so I never made it up to the Guardian. I fell down the rocks, got stuck between some trees and gave up. I think either opening the forest to make it less linear or clearly marking the edge of the map would be a great improvement.
It runs smooth. I like quick movement, the NPCs are just as fast so I just have a second or two to react though. If the columns moved (or the map changed in some way) I can imagine this being a fun survival arena. Sorry if there's more than the static map, I don't think I survived longer than a minute any of the runs (sometimes they'd sneak up behind my back). Maybe give the player two or three hits before they die?
I loved exploring the map (until water dropped below 25 and made me sluggish, I think). I'm not entirely clear on how I'm supposed to replenish those. I tried finding my way back to the base and get more nurishment (I suspect that solving the objectives gets me credits for food and water?) but couldn't find my way back.
I wish the pixelation filter was a little less harsh - everything is constantly fuzzy and it's hard to look at the distance. Maybe 50% more depth of view and a crispier surrounding would make it more manageable.
Definitely going to return to this one and follow its development! Great job!
This is such a delight! I did end up walking up air at certain points (when the platforming requires dropping to the far-down platform instead of going up I ended up on an invisible wall somehow). I also fell through geometry a couple of times when the slope/edge suggested I should be able to climb it. Other than that this was a wonderful experience, like climbing a fairytale.
I think I played an earlier version of this game (snowy mountains, not as many heights and fewer terminals). This is definitely an improvement, I enjoyed it all. The flashlight didn't do much for me, I think it only illuminates certain textures while ignoring trees and failing to light a path in the distance. Also I can't seem to understand the NPC logic, what they're attracted to (light, sound or just proximity) and how to avoid detection. Perhaps their lights could change color depending on what state they're in? Like green for idle, yellow when they're on my trace and red when they're actively chasing me?
Ironically while the protagonist was looking for freedom in the hills outside the city, I was trying to break out of bounds and get back into the city lol. I got to the other side of the city-blocking hills and realized there's no ground to stand on there :(
I love this concept and art direction!
As far as gathering clues goes, I think it would be more effective to flip the shadow's replies from "I don't understand what you mean" or "You're not making sense" (odd if I'm giving them back their own words) into something like "You only repeat words without understanding their meaning" and "That's not what this is about". I think it would make the shadow's story feel more like a puzzle the player needs to interact with and decipher to earn another glimpse and earn their next piece of the puzzle in the family's story. The way it is now they seem more confused than cryptic.
Also I think organic hints would be useful (though this is harder to implement) - If I've failed to highlight a key word in a previous passage and continue to focus on useless words, could they reply to a useless word back with that not-fully-utilized passage? Maybe not every time, that would make it too easy, but after two or three misses in a row? Like "It's not about [useless word], you don't follow. [repeat previously unlocked passage with unhighlighted key words]"
I can't wait to see where this concept goes!
I love how the animations flow into one another, and the minimalistic art style really creates a cozy atmosphere. The controls feel weighed down and are slow to react, in spite of all the cool things I can do it doesn't feel good to control. The jumps sometimes lag around a second after the input which makes platforming really hard. I was so surprised when he grabbed the ledge and climbed on top of it, I wasn't expecting that. Also when I actually read what F does I couldn't stop gliding around. I can't wait to see how this develops.