John The Icecube by rvenson
The Game
In John the Icecube you will meet John
Controls
- Arrow Keys - Rotate the Aim
- Space - Load the Jump (Release to jump)
- R - Reset to the last checkpoint
Screenshots

Ratings
| Overall | 170th | 3.684⭐ | 21🧑⚖️ |
| Fun | 214th | 3.553⭐ | 21🧑⚖️ |
| Innovation | 127th | 3.737⭐ | 21🧑⚖️ |
| Theme | 220th | 3.789⭐ | 21🧑⚖️ |
| Graphics | 253th | 3.579⭐ | 21🧑⚖️ |
| Audio | 170th | 3.526⭐ | 21🧑⚖️ |
| Humor | 122th | 3.526⭐ | 21🧑⚖️ |
| Mood | 175th | 3.529⭐ | 19🧑⚖️ |
| Given | 25🗳️ | 6🗨️ |
Melting is right on theme. The recipe for this game feels pretty traditional with the twist of it being timed. The humor is AMAZING. I love the little phrases from the Ice Cube character between checkpoints.
Some constructive points here would be:
1. The jumping power meter doesn't give me a great sense of power. Consider having the animation get longer instead of wider as you're charging up the jump.
2. Clipping an edge with your square face was very awkward since it killed all momentum instead of bouncing you backward. Without some more ricochet physics, you're forcing players to hop away from the wall instead of introducing a fun mechanic where you can bounce against them.
3. The first room was WAY TOO HARD. After I made it out of the first area, the rest seemed much easier haha. Don't scare new players away with an difficult first room (unless that's the game's style). Putting a couple more snow flakes in that first room would solve your problem without requiring a level redesign.
@tasakasama I struggle to balance my games, so I appreciate your feedback here :D
@the-neon-shark A lot of great points. The ricochet mechanic sounds really nice to upgrade the main mechanic. The time and the laziness forces me to use the godot's rigidbody physics, but I'll try something new if I continue to develop this game. I agree and appreciate all the tips. Thank you for playing my game.

Its kinda crazy, due to your movement system things that would be trivial in other platform games are SO hard here! But that's a good thing in my opinion. The movement mechanic is surprisingly nuanced, and I couldn't cheese my way through challenges despite trying.
The difficulty curve is rough though. I'd like a bit more precision with my aiming than the keyboard really allows. Mouse would have been ideal. I also think doing this mobile with touch would be pretty awesome and allow more precision which definitely feels necessary.
All in all I had fun, and if this was say on my phone, I could definitely see taking it out to challenge more levels whenever I had a spare moment or two.
Replacing the power indicator with some sort of a predictive arc would also be a good change, imo.
Good job overall. It's a great game and I wish I was able to finish it.
My suggestions: First, while I like the labyrinthic level design, choosing which way to go was felt mostly random choice (maybe with the exception of one friendly refrigerator warning me that sometimes difficult paths lead nowhere). Second, as I said, the game is difficult. But more than that, the difficulty felt "random" along the way. It starts substantially hard (for a beginner, at least), then has some easier portions, and finishes with some devilish hard screens.
Still, fun experience (otherwise I wouldn't keep playing till the end :sun_with_face:)
I saw the conversation on the itch.io page about what to do with the multiple jump mechanic. The first thing I'd do is add a short one-shot timer (maybe 0.1 or 0.2 seconds; experiment with it) that starts when the player presses the spacebar. If the player releases the spacebar before the timer finishes, John should wait until the timer finishes to jump. That will prevent the player from spamming the spacebar to hover in place. It would also make it much less efficient to spam the spacebar to slide left or right along the ground (I exploited that one a lot to make small adjustments to my position without really jumping).
The timer idea wouldn't prevent the player from repeatedly jumping straight up at max power, which is how I skipped getting the key in my speedrun (you can just exit the room with the locked door by going straight up). However, that trick is difficult to pull off consistently, and it was really satisfying discovering the things I could do with it, so I don't think that exploit is necessarily a "problem" to be solved. If you decide you do want to prevent it, though, I agree with reducing the power of mid-air jumps instead of getting rid of them altogether; mid-air jumps are fun to pull off!
I agree with Cyzaine that I'd prefer aiming with the mouse instead of the keyboard here (and I also agree that this would make a great mobile game).