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merbertmo

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A member registered May 11, 2021 · View creator page →

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Thanks for playing! All great feedback.

One thing I wanted to do was have a full intro narration cutscene with art in the background showing scenes from the story and then just have an option to skip it, so maybe that would fix the wall of text. The story isn't all that essential to the gameplay anyway, although it's still pretty good at setting the scene, so I don't know. And yeah, Sammy looks the way he does cause I didn't want to deal with blender, so I just did what I could do quickly with Godot standard meshes. Honestly the whole reason this game is snowman themed to begin with, lol. But, it ended up leading to a pretty fun idea.

Let me know if you ever come back to play more because I'm interested in thoughts on the more difficult levels. Sorry there isn't a save system to help you get back to where you were yet. But to give you an idea of how much is left, there are 9 total levels, 2 of which are slight variations of previous levels, so kind of 7 and 2 halves. Level 6 is the first jump in difficulty, 7 and 8 are the hardest, and then 9 is a little easier, but still harder than 1-5. They aren't numbered in game though.

Again, it's great to hear somebody's thoughts, so thanks for the feedback!

https://www.youtube.com/watch?v=_2Kk3sT14TE

I'll just leave an unlisted youtube link here. That seems easiest.

After coming back to it, I have to say, I LOVE this game. It's amazing and everyone should play it. I did break it a lot, which admittedly added to the fun. That probably isn't what a developer wants to hear, but it does say something about how fun the mechanics are. This is surprisingly polished for a game jam game and there's so much here. I don't know how long it took for me to finally beat it, but it was hours. Some of that has to do with the game controls being difficult to work with and some quality of life issues, but that doesn't take away from the fact that there are 4 full levels with multiple rooms each. The overall balance was good too. Each level had different focuses that kept it interesting and fun. If you enjoy any part of this game, I'd recommend giving it a chance and playing through the end.

Level 3:

So, the first time I played this level, I got the box to the final green platform. I had a minion press the purple button to activate the platform to the green button, but since the other minion was standing under the platform when it got activated, it pushed him under the world and I couldn't finish the level. That was a little annoying, but fine. Adding a death plane under the level or giving an option to reset the minions would be helpful.

I had one instance where I clicked to activate a button with a minion, and the minion went into rope climbing state. I'm not sure why this happened. It happened again at a seemingly random place. It was close to under a rope, so maybe that was it. I'll have to look closer.

I like the overall concept of this puzzle room. It was a nice change of place to have multiple directions to go in one big room with each section kind of working together. The one thing in the design aspect I didn't like was having to repeat the platform to the purple button. For someone like me, I didn't mind doing it again, but I did have that feeling of "Ok, I get the point..." rather than "Oh wow, that's an interesting idea I didn't think of before." It's also possible that I missed something and did it the dumb way when I didn't have to.

Level 4:

I found many glitches in this level. Primarily because that last section was so difficult, and any time I failed, I had to start the level over. I started using the glitches just to get through it faster because I felt determined to beat this game. I think what was happening is it was supposed to reset me to the start of that end sequence if I died, but the camera didn't pan, so I couldn't tell where I was or if I was actually controlling the guy or not. Either way, it ended up being really fun and I enjoyed cinematics of it too. Really, I enjoyed the cinematics of the whole game, but this part was really fun. This part also showed me that I'm incredibly bad at controlling two things at once.

Before jumping into glitches, I think even without glitches, there are a few options for solving the puzzles in unintended ways. Specifically room 3. Also, the difficulty in the controls became really apparent in this level due to challenge increase. 

Glitches:

I found you can spam jump up walls with the minions. I first used this to jump a gap with brown carrying me without having to get the box to fall, but later I found an easier way to get across. I did use this for green room though.

You can jump off deactivated platforms with the main guy if you time the double jump at the right time. You may be able to do this whether there is a deactivated platform or not, but I only tried it on sections with platforms. My suspicion is that this has something to do with chaining coyote time jumps, but not entirely sure.

I don't know how I didn't think of this before, but you don't have to tab in and out to clip through doors. If you have a brown minion carrying you, he can just drop you on the other side.

Due to collision with green, you can infinitely jump two of them together. You can do this while brown is carrying you to get across gaps.

If you spam buttons, you can get it to be the wrong cycle. This means I could get the red minion and me to cross that first gap in level 4. That didn't really do anything, but it's possible.

There were many cases where minions would grab ropes where there were none. It would sometimes happen when I wasn't even controlling them, but clicked with a different minion. It didn't really do anything most of the time, but sometimes it would mess me up and I'd have to scroll to the right minion just to get it off the non-existent rope.

Green can be pushed while on rope. This meant I could get green on rope and then push him to the right (specifically in Level 4 Room 2). This again didn't matter, but it was just another thing to note.


I hope you don't mind me digging this deep into the game. I did beat every section of the game the intended way at least once before abusing it. Obviously, it was made in two weeks, so there are going to be issues, and I may have focused too much on that at times. But I hope you can see how much I appreciate the effort that went in here and how much I genuinely love this game. I had a blast playing it, I just had a little fun breaking it as well. I recorded a little speedrun I did of the last level that shows some of the glitches I've mentioned above, so let me know if you want to see it and I can send it to you somehow.

I know a lot of what I said is rambly and not as clear as it could be, but I hope you appreciate the feedback. Thanks for making an awesome game!

Great art! Cool game with interesting puzzles!

Level 1:

I had some trouble with navigating the minions. At first, I couldn't make it past the end of the first level where you're supposed to send the little guy through the door. Every time I recruited him, he would walk to the floor below and get stuck. I tried a few times, but restarting the level sent me all the way back, and I almost gave up. It might help to have an easier way to reset the minion. I was also playing on a laptop trackpad, so a mouse would have probably helped. But I found the problem was the minions would keep the old waypoints until I set a new one even though it was a new guy. So the 3rd minion of that level would try to walk to where the first 2 were directed before and if I didn't catch it in time, he'd just get stuck down there. I couldn't get him to climb back up the rope either, which  I found out later was not as difficult as I thought it was. But up to this point, I didn't even know if the minions could use the ropes, so I didn't try for too long. I finally got it to where I just reset the waypoint before bringing the minion back to life, and that solved the problem.

Level 2:

The puzzle concepts started getting really interesting here! I still had some trouble with navigation, but I figured out how to make it work. At first, I didn't understand what blue did and I didn't know how to get the minions off the rope. I should have remembered to press e to jump, but it didn't click for me right away. Once I learned how to use the ropes with the minions, I was able to get somewhere. Knowing that would have been helpful when trying to solve that first level too. The ropes can still be a little annoying, but they do work fine once you understand them.

I found a weird bug on level 2, though applicable to any level. If you direct a minion to go to a point past a locked door, tab out, and then tab back in, the minion will clip through the door. At first, I used this to get past the room where the blue minion first appeared by having the brown minion pick me up and carry me through the door. I went back and beat it for real after, but it was kind of funny.

Another odd thing I noticed was the green minion had collision with me and other minions after being spawned, but it would be turned off after it walked up a wall, and no other minion had collision like this.

Level 3:

Just took a look at the starting area. It's already bigger than I expected. I'm going to have to stop here for now to get some sleep, but I'll have to come back to it later to finish the rest of the levels, even if I have to start over.

There's a lot of content in this game! I especially liked that intro. I'm impressed given the time we had. My favorite puzzle so far was the room with the first blue minion. The real (non-broken) solution to that puzzle was cool because it took multiple steps to solve and they weren't obvious together from the start. What I mean is, I thought of a something to try, tried it, got to a point, realized it wouldn't work, kept the concept but had to add something to it to make it work, and then I tried it again. I'm not sure if that explains it well, but it's something I've come to really like in puzzles. Great work all around!

Yeah... It's definitely in a very unfinished state, but I had fun making it and learned something. Level creation ended up being super tedious with how I set up the grid, so I didn't end up having really any time for that, but now I know for next time. Appreciate the feedback!

Great game! I managed to beat it. It said maybe a bug occurred, but I wouldn't call it a bug, you just have to make it impossible to place the 7th x or o by placing them strategically so that the losing move falls on an odd turn. Great job on the game! I really enjoyed it all around.