Nope. At some point I'll have to return and try.
StreetmanGames
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Yeah, time got away from me on the rage concept. I had planned to build the ability to "rage", then let loose with it and Snowy would stomp and yowl and there'd be screen shake and it'd wreck every piece of equipment on-screen at the time. Just never got it implemented. Then you'd have to wait to build rage again before being able to do it again.
Thanks for playing and for the feedback. Pressing the "Q" key let's Snowy run "quicker". I'd have done "R" for "run" but I had used that for "rage". In hind sight, I should've just defaulted to the quick (run) and scrapped the walk/run idea. Originally the quick (run) was going to be a power-up to pick up along the way but I didn't get to that so it was available without the power-up. Just ran out of time to tweak on difficulty and features, etc..
Really nice job for doing this in 10 days in a new game engine! This is my type of game, one I enjoyed and would play again. Only thing I missed was some way of keeping a score, something like the amount of time it took for the tower to fall so I could see if I could keep the tower defended longer the next time.
I really enjoyed the game, nice job. Really liked the music, did you make it? Like others mentioned, maybe giving the car a "turbo boost" feature and a "run" option for the player would be a nice add later on. I also found I was able to do some unexpected things with the car by combining movement keys (i.e. car pointing right while it's moving down). But again, I think this has been one of my favorites between the music and the relaxing vibe. Oh, and the "looser" comments from the other cars was funny. Great job!
"Cool" game :). I saw something with snow and just had to play it. It would've been nice to have the "W" key allow some type of ski braking (snowplough, wedged, etc.) to slow down a little, but that might make it too easy. Anyway, just a thought. I still enjoyed flying down and exploring the slopes. Nice entry.
I like any game with an animal, especially a cat. Missed having some music and SFX but certainly understand the time constraints might have prevented that. Would've been helpful if there was an arrow or something that pointed toward the old man's home to help the kitty find its way back. Great job overall.
Wow, this is really well executed, polished and enjoyable to play. The music is great as are the sound effects. Wonderful use of Kenney assets. The only critique I'd have is one that's already been shared, that I'd lose track of the little guy behind the tall columns. Perhaps in those cases you could add an arrow pointing down above where the barrel player is located. Great job!
Thanks for the feedback and offer on debugging help. I'm guessing you're referring to the map menu, and not the main game play of "level 1" (the castle) that I managed to complete (although not to the extent I wanted). I redid the focus on the map a couple times trying to decide what was best. I left it with everything going up/down in the order they appear on screen vertically leaving the left and right to their defaults. I should've noted on the main map menu the mouse works too. In the main game level 1 that I got completed (the castle) the controls should work as expected. So much more I wanted to do but ran out of time.