Just played the updated version
I finished the 5th level
Thanks for the update :)
ThCatella || Tatassticot
Creator of
Recent community posts
Another great game realeased by Kolaya !
A style strat to rise from your games imho. It's all about simple design mixed up in a cute pixel-art. Hopefully, your games will tend to be less difficult as I barely managed to pass level 4 and abandoned on level 5 ^^'
The mix between a plateform game and a rythm game is a good idea. Yet, I humbly think you should have widen a bit the space between each obstacles, especially at the beginning of levels. That being said, you were into the theme in an efficient way. GG for that!
Can't wait to play your futur productions Kolaya! Have a nice day!
A short and sweet memory game featuring a relaxing pace. Fishes are cute and colorful, which encourage me a lot playing the game. As Ardos mentioned, I am grateful you made this game a very forgiving one, as my memory is -you get a it- a fishy one and I fell into the exact same trap of believing the fish who were leaving and entering the screen were the same.
Thank you for the game. Thank you for your dedication to game making.
Have a nice day!
A monument of C-J-action-RPG which thrives through its breathtaking plot highlighted by a superb mise-en-scene.
I cannot emphasize how much of an implication is the act of killing is in this game. Death is a pity, a loss of all and beyond. I saw a Kojima tiers meta way of understanding the world built there, which is beyond all expectations. It is a deep dive into the human soul that neither Nietzsche nor Descartes would have neglected.
The art direction is a warm bath to my eyes, whom tears are taken out on an endless beautiful journey, beyond all frontiers of imagination and beauty. The sound, especially the one that plays when you hit an enemy, is a perpetual introspection. It made me understand myself and the world arround me better. This is something I am in debt of, and I'm afraid it is to big for myself to redeem it.
Eventually, the gameplay takes it all (like the winner). This game takes its roots in Final Fantasy, Mario and House of the dead, manages to mix it with Suda51, Fumito Ueda and Shiji Mikami designs to finally hold on its own, through a memorable yet unfortunately too short adventure. I would have love to spend hundreds -what am I saying ? - thousands hours in this immersive world I'll remember for the rest of my pitiful life.
As a fan myself of "the Archipel" documentaries (fortunately available for free on youtube), I beg for them to find you and interview you on the making of this masterpiece that will - there are no doubt about that - will forever change the face of videogame as a medium.
Praise you, Kaloyo and Tarkhani.
I came here after playing Krunker Strike FRVR which is by far the best game I've ever played. I cannot emphasize how much a relief your game was in my eyes.
This way of creating a brand new plateformer, taking elements from Spyro, I wanna be the Guy and Getting over it with Bennet Fody, mixing them up in a brand new audacious whole, is simply brilliant. Especially considering it's Kolaya's 1st game: congrats!
The dragon is cute. The main character is astonishingly human. The tornados are a doom in this square universe, ruling the world with its iron hand. The human and its friend the little green dragon must deliver the world of Greedy Wish by reaching the divine Red House, a place of victory, wealth and power. Such a deep message said in such a simplicity is... Simply a Shakespear-tiers narration-masterpiece. Then again, congrats.
I now wander the universe, empty of these feeling this game made me feel. Everything feels... Tasteless now. As Keanu would have say : "Breathtaking."
An interresting concept and a near perfect execution.
As other said before, sound design is as usefull as accurate, which is too rare to pass mentionning it. Progression in level design is also a proof of example. Several levels are used as learning tools. They lead to other ones introducing more challenging ways to reach the stairs. Then, the next levels introduce death pebnalties. Finally, the two last levels can be as complex as a huge labyrinths.
In conclusion, a pleasant experience, and a reallly impressive game given it has been made in only four hours.
As usual, I'm looking forward to see your next games ! See you next time Ardos.
Bises.
Hey ! Thank you for your comment ! Sorry for my very late answer.
I'm Théophile Catella, that is to say Snowy Path's Lead game designer. I'll try my best to answer your questions.
About the snow effect :
This is one of the most challenging task we have to face. In this POC, we simply used particles produced by the Unity particle system. Particles emmited are white squares, facing the camera (billboarding emission) and spawned above the player. It works with a low poly art direction, but it is absolutely unusable with other art styles.
The current Snowy Path production is a stylisized art based game. Plus, we had some optimization issus with that system. Consequently, we switched to VFX. It is honestly way better, namely for the blizzard effect.
About trees movements :
I'm a game designer. To be totally honest, I just don't know how my team made it work but they did ^^.
Actually, Jerôme Dambraine worked on the trees. I'll tell him you left a comment.
About ZQSD binding :
I totally understand why you found it weird : because it certainly is if you're using an international QWERTY keyboards. In France, we traditionnaly use AZERTY keyboards. As a consequence, our game movements are mostly binded on ZQSD. As a matter of fact, this POC is mostly destinated to promote ourselves in order to facilitate our job research, which mainly takes place in France. If a recruitment consultant plays this POC, he'll consequently certainly play it on a AZERTY keyboard.
I'm really pleased you played Snowy Path, and I hope you enjoyed it. Thank you for your time, that's really cool seeing our game can interest people!
Have a nice day.