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Snow Globe Shop's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Creativity | #763 | 2.385 | 3.200 |
| Overall | #900 | 1.888 | 2.533 |
| Fun | #936 | 1.640 | 2.200 |
| Presentation | #990 | 1.640 | 2.200 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Preferred Name
Emrys, Travonte, Merrilee, Phenohix
Newbie?
Experienced
Nope - I've completed at least one game jam before.
How does your game fit the theme?
We started on it!
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Comments
Really nice menu design one of the best i have seen really creative the art is good but can be better and improved like you could have added a background also added clothes to the character or any sort of cover rather than just being naked the sound effects were nice too also the pause menu design is awesome really loved how could i change what music is playing on the background never seen someone do that before great job, also if you dont mind playing my game i would appreciate that.
Thank you!
The character does have clothes, and they were actually made before the werewolf at the end of the level, it's just that eshevek (our dev) didn't add them in. And I agree, the art could have been better, if my internet didn't die halfway through the jam and greatly impacted my ability to do anything. And there is also cut content of my work that couldn't be added in due to time constraints, like a cherry collectible, hearts, a sky background, a little ghost guiding you to the exit (level was meant to be larger), a different and larger level 1, the pause menu was meant to have several pages so you could also get info about the controls and your character, and a whole different tileset for another level. The improvements you are telling me about actually already exist, but time wasn't in our favour, nor was my internet. I'm still salty about my inability to provide this in time, but it was strictly impossible with the issues I had.





For the music, you can thank our composer merrilee who made all of the songs (and sfx)! For the in game interactivity, it is eshevek's doing! And I obviously drew the UI, and you can't see it, but each drawn part of the pause menu is actually cut and its own png file! (which is also the case of almost everything else I drew for this jam's game)
(And I did try your game just an hour ago, I couldn't do it because it was almost 3am when I sent my last discord message, and I wasn't pulling another all nighter, especially after the one I pulled on the last day of the jam)
thats some aggresive footstep over there , the menu is very creative and with the snowglobe having a distorted effect when the player is behind it. The first level has a problem in the first jumping area , if i fall down to the spike , i cannot get back up and had to suicide since the platform blocked my path.
Yes, it was my first walk cycle animation so the movment is kind of exagerate (and the character is constantly in a running state because otherwise jumps are too low and short).
And thank you! I am very glad that you like it (both the menu and the distortion effect). The distortion is made with a shader applied to a color rect, if you were curious
For the first jumping area, you can stand on the first block for a couple of seconds, it's going to break and will make this section much easier and avoid you getting softlocked. (The submissions had already ended when I played the game because I was still working on stuff for it, I discovered the problem of this section the hard way as well. Those light brown blocks are actually sand blocks that function similarly to the ones in Kirby)
Some of the controls are a bit unintuitive and I think that hinders the game a little bit; I was stuck for a while before I realized pressing E mid-air on the square triggers would swap between red/blue, for example. And it took a long time before I realized that the springboard enemies only jump when you do. I think that is a great mechanic, but I spent quite a while thinking they behaved randomly and getting a little frustrated, haha.
There were also quite a few bugs, including a game-breaking one that prevented me beating the first level. Some of them were mild (like the camera not following the player off-screen sometimes, and requiring the player to backtrack and then leave the zone again for camera to follow). But at one point, I had a bug where any time the player was on the ground, the springboard enemies would totally despawn. And upon jumping, the enemies would briefly spawn again, but then they were unusable since they'd despawn immediately upon landing. I assume it was a bug, I dunno, maybe it was just a puzzle I didn't understand.
It seems like there is a lot of levels (though I couldn't beat the first one, so idk). I think if the scope had been lowered (say, 1 or 2 levels) and that excess time spent on polishing or bugfixing, this game would have some really good potential.
The music stands out as probably the best part of the game, great job to your composer. And great job on the UI/UX, the pause menu and various options and such were better than a lot of games in this jam - kudos to whomever implemented those systems. (Also I got to listen to the other songs despite not making it to those levels, that was really nice)
The game breaking bug you are talking about is not a bug. You're actually just activating the respawn of the ennemies that avoid you being stuck. I was also a bit confused at first when I played the level, but it is just a safety to avoid you softlocking yourself on the section with a strangely placed respawn detection spot.
Initially it was thought to have 4 levels. But due to an internet shortage on my end happening halfway through the project, I was unable to work properly on my part. Which slowed everything down. The extra time was spent on actually making a level. The game was supposed to be rather different.
Well, you can thank merrilee for the music (and also sfx). I am the one who drew the UI for the pause menu (and set the darkenig effect on the qui & close buttons upon clicking on them), the modular settings were added by eshevek who worked on the code and had to build the level.
Oh gotcha, that makes sense - my bad haha. I'm sorry I didn't finish the level, I might have to give it another go. I had just run into another bug where the camera didn't follow me properly to the next area, so I was too quick to think "oh, it's a bug"; oops.
Sorry about your internet, that sounds frustrating for you & the team. But you shipped a game at the end of it all, and that is really cool! It's a really neat little game with some good potential.
That's fine. But the camera part does is a bug, if you're idle during the camera movement it should be avoided, but whenever it happens you can just run and jump to the left until you reach the spot where the camera got stuck at and it'll go back to normal (I think I told the dev about it, I have no clue why this happens though). It's the ennemy respawn that isn't a bug, just strangely placed respawn detection spot
Thank you, I am glad you see it that way
Also I do plan on making a better version of this demo eventually, and maybe even a full thing
OMG!! Just saw this comment. I made all the music for the game and I'm so happy you liked it!! Thank you!
The game has some interesting aspects to it... I think you needed to get into a bit more detail on what things did in game, though.
Thanks. I am the games artist and whilst I agree with you, my internet died halfway through the project, making me unable to work properly on my part for a while so a lot of things couldn't be done because of me.
I do plan on continuing the project and making a much more polished demo, and maybe eventually releasing a full thing