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Winterfrost's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #2 | 3.941 | 3.941 |
Replayablity: Would you play the game again? | #2 | 3.765 | 3.765 |
Graphics: Does the game look good or unique? | #2 | 4.412 | 4.412 |
Fun: Does the game bring you joy? | #2 | 4.000 | 4.000 |
Originality: Does the game have unique mechanics or design? | #3 | 4.412 | 4.412 |
Theme: Does the game/story fit the chosen theme? | #7 | 3.118 | 3.118 |
Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What is your Discord username and ID? (ex: @logo4poop#0788)
artsicle#9713
How does your game interprets the theme?
You strategically thaw loose bits of ice in order to break other pieces of ice and get "on a roll" by combo-ing the destruction.
Which Haxe game engine or framework did you use?
HaxeFlixel
Link to source code (GitHub/GitLab/Gitea/BitBucket)
https://github.com/ArtsicleOfficial/Winterfrost
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Comments
This game is really polished. looks nice, plays nice, I love the music, animations, art. The camera shake, and zoom, the effects. It's all really impressive for the time we had
The mechanics are also interesting, and as someone who likes new game design stuff, it was really cool to play with, and imagine how you developed the systems! though i think everything feels a bit slow, since melting takes time.
Really nice work! I wish i could have as focused of a vision as you did! Cheers!
Grateful for the review and hearing your thoughts on this!
Cool game, a fun unique style of puzzle-platforming. Nice graphics and overall vibe. It felt nice a really nice winter game between the pacing, music and graphics.
The gameplay felt a bit tedious and grindy, It seemed like you wanted me to break every iceblock which just takes a long time, as you have to loosen each individual clear block. I felt the shop and currency overall hindered puzzle and exploration aspect.
It's nice to see a game without literal "rolling", a combo mechanic system is just as much "gaining momentum" as physically rolling, but that said I felt like the size of my combos were predetermined by the level layout, and I never once felt like i was "on a roll"
Thank you a lot for the feedback, I'll keep that in mind.
I should’ve done away with the “percentage level cleared” in the level summary because I did not expect the player to go through every destructible tile in the level. Also, some cheaper upgrades would have been nice for compensating that.