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A jam submission

Robbie Wagner's Snow SpectreView game page

Lost in the woods, but not alone...
Submitted by Robbie Wagner — 6 days, 23 hours before the deadline
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Robbie Wagner's Snow Spectre's itch.io page

Results

CriteriaRankScore*Raw Score
Art / Graphics#533.0554.667
Controls / UI#631.9643.000
Sound/Music#661.9643.000
Overall Fun#681.7462.667

Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

I gave your game a try tonight and thought it was interesting. Feedback below:

OVERALL FUN:

1. Great ambiance and atmosphere.

2. Resting at the fire, while a fun mechanic, did take too long, IMO. It's a single-player experience, so maybe you warm up faster... that way, we can get back to exploring sooner. I like how we need to find a fire, and I think this mechanic should stay. Waiting for that bar to fill was slow and tedious, though.

3. Back to the fires. I get this is a survival game, and you're just trying to make it to morning, but adding more campfires or maybe small visual indicators you're close to one (like splotches of dirt, a small trail, etc.) would add to the overall experience for the player. Right now, they're really difficult to find.

3. The game did feel a bit drawn out. We're trying to survive until morning, but it was just a lot of walking/running around. Maybe add in some dead bodies or objects to interact with. Give us a story, lore, or background to that area. That would add to the gameplay and make the experience more interesting. Like... are you dead? Maybe add some creepy ghosts to talk to? Or maybe the corpse of a dead animal/traveler? The only thing I found was a locked cabin, and I'm sure there's more to that... but I think introducing more interactive mechanics would add a LOT to this game. Good potential here!

4. I found a strange statue... and all it did was give me points toward my score. You should do some lore... or tell a story during the player's time in this world. What is that stone monument? Is there a purpose for it? Maybe it unlocks another area/monument.

ART/GRAPHICS:

1. Light looked great! I love how the flashlight interacts with trees and other obstacles. Well done.

2. Cute pixel artwork, and I love the small effects of the snow.

3. A few more tree variations, maybe some bushes/shrugs, more rocks... what you have is nice, but the overall map decor gets repetitive. Maybe some paths, more types of grass and plants... that'll help bring your map to life a bit more.

CONTROLS/UI:

1. No tutorial but I kind of like that. Not an overly complicated game to learn, so figuring it out as I went was a lot of fun. I wasn't aware the blue bar on the left was a bar to avoid freezing. I thought that was stamina at first, and I was watching how often I sprinted. Maybe a quick tutorial explaining what that bar is, though.

2. Controls are easy to learn/understand. Responded well.

3. At first, the controls on the keyboard didn't work for me, but I had my controller plugged in, and I could move with that... but no other buttons on the controller worked (sprint, flashlight, interact), and the controller seems to turn off keyboard controls, as well. I had to unplug my controller and restart your game for the keyboard to work—just an FYI.

SOUND/MUSIC:

1. I Love the sound of the snow crunching as I walk. Really added to the tension. Plus, the different footstep sound as you crossed the wooden bridge. Nice detail.

2. I didn't hear any music, and I turned it up. Is there music? That would really add to the tension of this game. Something light and creepy while you walk around, more intense music kicks in when a ghost is chasing you, and then even a quick little mystery tune when you discover an important landmark/object. Aside from the footsteps... there really isn't any other sound effects...

FEEDBACK/SUGGESTIONS:

1. I feel like you could really add some additional mechanics to up the difficulty here:

        a. Flashlight battery power: you can run out/need to find batteries to recharge.

        b. Stamina bar: you can only run so far/so long.

        c. As I stated above... make this a survival game WITH a story. Let us discover more.

Developer(+1)

Thank you for the feedback! This was a game I made to work mostly on procedural generation, and my art style. If/when I revisit this game, I'll definitely take your feedback into consideration. Thank you for taking the time to play!

-Robbie

Submitted

Oh, OK! I enjoyed what you have so far!

Submitted

I gave your game a try tonight and thought it was interesting. Feedback below:

OVERALL FUN:

1. Great ambiance and atmosphere.

2. Resting at the fire, while a fun mechanic, did take too long, IMO. It's a single-player experience, so maybe you warm up faster... that way, we can get back to exploring sooner. I like how we need to find a fire, and I think this mechanic should stay. Waiting for that bar to fill was slow and tedious, though.

3. Back to the fires. I get this is a survival game, and you're just trying to make it to morning, but adding more campfires or maybe small visual indicators you're close to one (like splotches of dirt, a small trail, etc.) would add to the overall experience for the player. Right now, they're really difficult to find.

3. The game did feel a bit drawn out. We're trying to survive until morning, but it was just a lot of walking/running around. Maybe add in some dead bodies or objects to interact with. Give us a story, lore, or background to that area. That would add to the gameplay and make the experience more interesting. Like... are you dead? Maybe add some creepy ghosts to talk to? Or maybe the corpse of a dead animal/traveler? The only thing I found was a locked cabin, and I'm sure there's more to that... but I think introducing more interactive mechanics would add a LOT to this game. Good potential here!

4. I found a strange statue... and all it did was give me points toward my score. You should do some lore... or tell a story during the player's time in this world. What is that stone monument? Is there a purpose for it? Maybe it unlocks another area/monument.

ART/GRAPHICS:

1. Light looked great! I love how the flashlight interacts with trees and other obstacles. Well done.

2. Cute pixel artwork, and I love the small effects of the snow.

3. A few more tree variations, maybe some bushes/shrugs, more rocks... what you have is nice, but the overall map decor gets repetitive. Maybe some paths, more types of grass and plants... that'll help bring your map to life a bit more.

CONTROLS/UI:

1. No tutorial but I kind of like that. Not an overly complicated game to learn, so figuring it out as I went was a lot of fun. I wasn't aware the blue bar on the left was a bar to avoid freezing. I thought that was stamina at first, and I was watching how often I sprinted. Maybe a quick tutorial explaining what that bar is, though.

2. Controls are easy to learn/understand. Responded well.

3. At first, the controls on the keyboard didn't work for me, but I had my controller plugged in, and I could move with that... but no other buttons on the controller worked (sprint, flashlight, interact), and the controller seems to turn off keyboard controls, as well. I had to unplug my controller and restart your game for the keyboard to work—just an FYI.

SOUND/MUSIC:

1. I Love the sound of the snow crunching as I walk. Really added to the tension. Plus, the different footstep sound as you crossed the wooden bridge. Nice detail.

2. I didn't hear any music, and I turned it up. Is there music? That would really add to the tension of this game. Something light and creepy while you walk around, more intense music kicks in when a ghost is chasing you, and then even a quick little mystery tune when you discover an important landmark/object. Aside from the footsteps... there really isn't any other sound effects...

FEEDBACK/SUGGESTIONS:

1. I feel like you could really add some additional mechanics to up the difficulty here:

        a. Flashlight battery power: you can run out/need to find batteries to recharge.

        b. Stamina bar: you can only run so far/so long.

        c. As I stated above... make this a survival game WITH a story. Let us discover more.

I am going through all submissions to make all developers aware of an important Google form I've made.

I'm joining the IQ folks to help organize smaller events in between the main FQ event in order to help prevent us from getting too many games in main events. Right now, I have a planned structure for these events but I would like to hear from everyone who was in this event in order to tune things better. The survey is a bit long, but it covers as much as I could think of. If you can take the time to do the survey by June 1st, I would immensely appreciate it!

You can find the form here: https://forms.gle/P9LPYwERhJtpZzteA

Hello from tonight's stream! When I realized this was a horror game, I immediately got excited since it meant potential spooks but then I remembered that potential spooks mean I get scared! The huge, sprawling map with very few things but with a set layout was interesting. Everything was given a scale to make you feel lost at times. The use of a survival time where the player is active the entire time and things aren't on a set path is amazingly done. Everything feels so slow and it makes it so hard to keep track at first.

That said, there are a few issues that should be addressed. First is the ghost. The ghost is very cheap.  It exhibits random speed, random transparency, and random spawning at the same time, meaning it can just show up somewhere with no way for you to know. Now yes, I know when it spawns it makes a sound, but it doesn't indicate direction from you. So you have to stop and wait to see it before moving on. It can also spawn and start with low transparency and high speed, essentially catching you instantly. What needs to be controlled is how transparent it can become and how fast it can go while having lower transparency to give the player the chance to escape.

I also feel there is an issue with controls that should be addressed. Running and use of the flashlight should be by default. There is no  stamina system in this game, meaning control of running faster or slower is not needed. Similarly, there's no battery system, meaning there's no reason to turn off your flashlight. It also can just be annoying to have to hold a key to run forever.

Developer(+1)

Thank you, hythrian,  for the feedback. I've noted everything you mentioned, and will work to make improvements on this and later projects. Thank you for playing, and thank you for the feedback.


One note I will add, and I apologize since this wasn't explicitly mentioned in any tutorial, but the ghost's speed and transparency is determined by their proximity to light. Shining a flashlight at it, or standing near a campfire when the ghost appears will speed the ghost up and make them less visible. I apologize that this wasn't spelled out clearly enough, but I thought I'd add that bit of clarification.


Thank you for taking the time to test my game!


Robbie

Submitted

I played your game and liked it!
I thought the gameplay concept was interesting, and the graphics were very nice, but I have a lot of suggestions you could apply.

- Make the footsteps quieter, and dont make the audio stop the instant the player stops pressing a key, cause it ends up cutting abruptly.

- The map is too large and there isn't much to do, either fill it in with more ways to get extra points, landmarks, or campfires. This could also make navigation easier.

- The spirit was too easy to evade, you could keep running circles in a campfire, then go to the next one, rinse and repeat. I would say either make the ghost a little faster than the player, or make it so that the logner you survive the more ghosts appear.


All in all, neat little experience.

Developer(+1)

Hi JoacoN,


Thank you for the feedback. The biggest thing I was testing with this game was my procedural generation, but I should've spent more time on the ghost AI in hindsight. Please feel free to leave more feedback on my other projects as they are released, and I'll be sure to give your page a look as well!


Thanks,

Robbie