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A jam submission

Born of Snow (1Bit Jam)View game page

A platformer about parrying
Submitted by Lennyi (@lennyiy1) — 2 days, 21 hours before the deadline
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Born of Snow (1Bit Jam)'s itch.io page

Results

CriteriaRankScore*Raw Score
Overall#54.1854.185
Gameplay#143.9263.926
Art#204.1484.148
Is the graphics 1 bit?#204.9264.926
Music#223.7413.741
Originality#284.1114.111
Theme#314.2594.259

Ranked from 27 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted (1 edit) (+1)

Awesome! Really cool concept! The art and sounds were great! I loved the parrying mechanic, but I think it could have been smoothed out a little more. It was super cool! Nice work, dude!

Submitted(+1)

Very cool, spectacular graphics, nice use of dithering! I like the core mechanic, with the parrying, and I am glad for the polishing in transitions, audio, and graphics. The moving spike ball elevator was cruel, the cooldown on the parry makes it horrifying for a newbie getting used to the timing, maybe save that gimmick for a bit later in the level. Anyway, super cool.

Submitted(+1)

great game. i can undertand why its on the popular filter. good job :)

Submitted(+1)

great challenge, great gameplay, can see people speedrunning this game haha

Submitted(+1)

Deliciously frustrating! The control system takes some training, I couldn't get past the part with the spiked wheels, but the game is very interesting and a very original entry!

Submitted(+1)

An aesthetic entry!

My main gripe with this game is that the player physics are smooth to smooth out movement, but that this does not cooperate at all with precise mouse controls (locking onto dangerous objects). If you change direction, your mouse is now in a completely different place than it was. This is very disorienting to the player. I would recommend keeping the player static in the centre of the screen and instead use animation to show the direction of the player.

Otherwise great sound effects, art and game mechanics!

Developer

Hey, I don't quite understand what you mean by "If you change direction, your mouse is now in a completely different place than it was". Is the mouse not in the exact same position after changing directions?

Submitted

If you move as far right as the camera allows you, then place your mouse underneath the player before moving left again... I believe you can move about 40 pixels away from the where the mouse is - this is most frustrating when you need to jump and hit the spikes below you. I would recommend making the player static in the centre of the screen and have the animations show the direction.

This would mean tighter controls, I would say!

Developer(+1)

Ah yeah now I get what you mean. It’s the dead zones of the camera. I’m so used to them (having made metroidvanias in which those are pretty much standard practise, because they aren’t so percise). If I do a post-jam version I’ll definitely test how much better that’d make it. Thanks for the feedback!

Submitted(+1)

I hate parkour, I am so bad...  But in gamedev terms, pretty fun and gamefeel is great

Submitted(+1)

Really great aesthetic. I also like how the parry mechanic still gives you a lot of control of your direction. Had a very nice experience with this :)

Submitted(+1)

Loved the gameplay, so frustrating but refreshing!

Submitted (2 edits) (+1)

I am completely helpless at these types of platformer & can't for the life of me get past the elevator section, but I love how polished & tight this game feels.

The music/sfx is on point, art work is great & I especially love the subtle change in the level depth/look when the player flips left/right.

My only piece of feedback would be : could we get more feedback to indicate when the parry becomes available ; maybe a faint circle collapsing back towards the player would help with timing things.

PS : No offense to your artwork but I feel your thumbnail really undersells the game ; perhaps a crop of the character in game would draw players in more readily.

Developer

Hehe, thanks. I think your PS was a great point and I went and updated the thumbnail. The feedback currently for the parry becoming available is that little ding sound. Glad you like it :)

Submitted(+1)

Beautiful game, great combination of gameplay art and music! Challenging but simple. Loved playing this one

Submitted(+1)

Nice idea and good execution, I loved the adorable main character and the feedback on the parry mechanic and start cutscene. It takes a little bit of time after you click for the parry to work, and your character keeps falling down during that window- it led to a lot of my deaths feeling unearned ("I parried correctly but still died!"). After you die you need to wait a second for a screen to flash- because you die a lot it is important that you will be able to restart quickly (maybe put the death counter somewhere else that does not interrupt the gameplay?)

The level design is good, I appreciate the generous use of checkpoints and the character feels good to control. Great work!

Submitted(+1)

Finished it, my first impression is that this game brought me back to when I first play Celeste. The visual is very beautiful ~

but then the platformer pain of dying continuous ate me lmao

VERY FUN!

Submitted (1 edit) (+1)

Brilliant game! The movement is incredibly fluid and intuitive. Very challenging climb, but the frequent checkpoints make it more fun. Love the minimal design and calming atmosphere brought on by the sound design.

Currently 50 deaths in and still climbing!

Developer

Thank you very much! Glad you like it.

(+1)

really cool game and amazing artstyle

i think the player damage-receiving hitbox should be a little smaller as it feels too unforgiving

remind me when it’s finished and i’ll try again!

Developer

Thanks! Yeah I'll have to make the start of the game a bit easier. 

Developer

Hey, I just finished the game (I think). The hitboxes are mildly improved but may still be frustrating. I'll still do fixes if y'all find any.

(+1)

awesome! I beat it with 31 deaths

I think the hitbox is good now. I laughed when it said “now for the hard part”, right after the hardest part (imo)

i didn’t encounter any bugs