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A jam submission

StormyView game page

Small turn-based puzzle game with a cute wizard.
Submitted by yariplus — 5 hours, 20 minutes before the deadline
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Stormy's itch.io page

Results

CriteriaRankScore*Raw Score
Originality (score low for unoriginal, high for original ideas)#173.7653.765
Impression (score low for unimpressive, high for impressive)#203.2353.235
Overall#273.6623.662
Legitimacy (score low for jam-spam, high for authentic "in the spirit" entry)#304.2944.294
Adherence (score low for poor theme implementation, high for sticking to theme)#363.3533.353

Ranked from 17 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)

Good little game, would love to see more levels for this.

Developer

Thanks for playing! I definitely plan on making more levels. :)

Submitted(+1)

very original)

Developer

Thanks for checking it out!

(+1)

I did not partake in the game jam, but still testing a bit! :)

Small review / Semi on-the-fly comments:
  1. I love the cute wizard, as seen on the thumbnail.
  2. One question: which tool did you use to create the game? :)
  3. I notice the keys are independent on the keyboard layout (I use an AZERTY keyboard). :) But why did you choose A and W (which are Q and Z for me), instead of two keys side by side?
  4. Since you say you did not put sounds because of lack of time, I guess you might not have had time for this either, but I think adding interpolation to the movement (ie showing the transitions smoothly) would had both to readability and visual pleasure.
  5. I like that each enemy has its own turn counter, it sounds like an original idea! I think most of the time, such turn-based games tend to use a global/synchronous counter.
  6. At first, I did not see the EXIT tile in the first level, because an enemy was covering it. X)
  7. Level 2.
  8. "Thank you so much! It's 'loosely' based on the Chip's Challenge games."
    Aaaaah, I discovered Chip’s Challenge only very recently (through a French video game channel/school called Gamecodeur), and since said game was said to have icy tiles as a mechanic, yours made me think of it! Glad I managed to get that. :)
    The concept is remotely (?) reminiscent of Fire ’n Ice, too; I never played it and know only little about the game, but it also uses tile-based creating and destroying of ice blocks.
  9. I would advise writing the Space command on the game page, I realized I did not know which key and fortunately figured it out!
  10. Lost while testing a bit; oh, sent back to level 1! :o (This is fine here because it is reasonable time-wise to get back where you were, but I guess adding a ‘checkpoint’ at the beginning of each level would be a good idea otherwise.)
  11. Nice, you can apparently push LINES of enemies using gust! :) I have not tried seeing if that caused a bug near the border of the screen… Maybe you know!
  12. I wonder how the AI works! Is it totally random or not?
  13. Level 3; still not had to use ice and sun before!
  14. I like level 3, some planning ahead is necessary. :) Also, you have to use the sun spell; in particular, if you go through an icy line with EXIT, you just go through without winning!
  15. "It took me longer than I wanted to get the mechanics down, so I didn't get to make many actual puzzles."
    I noticed I never really needed the ice spell (and never used it, actually!), which is certainly linked to this. I think level 2 demonstrates how the gust spell is useful, while level 3 demonstrates how the sun spell is. Another level based on the ice spell would have been great to show all the mechanics! I wonder if you can send the enemies into trouble by getting them upon spikes, by the way…
  16. Nice small detail: clever to have differentiated the grass tiles using various shades of green (instead of displaying a mere outline grid)! :D I think you could have done the same for the ice. Both useful to see the tiles and visually pleasing.

Takeaway: the concept is great and totally fits the theme. Some details are a bit rough out of lack of time (non-interpolating movement and no sound), but all of this is non-vital and should be implementable easily. Also, this is clearly an extendable game, both in the number of levels and in its mechanics (more enemy types, more tile types, etc.)!

A good prototype basis for a puzzle game, nice work. :)

Developer(+1)

I appreciate the thorough review!

Can't believe i missed adding space in the description, whoops! I definitely should change the keys so they are together too.

I love that you got the levels were meant to learn progression. Level 1 for movement, level 2 for Gust, Level 3 for Sun.

The Sleet spell was meant for a (not implemented) "Tough" enemy that could not be pushed with Gust, and would have to be tricked into sliding into Spikes to defeat. (It also has second optional use as a speed running tactic by sliding over your own ice. :))

(1 edit)

Thanks for the answer! So my idea of throwing enemies towards spikes was not completely off-track, after all. ;) I do not know if you plan on extending the game, but if you do, do no hesitate to notify me. :)

PS: should have read before saying. XD ‘I definitely plan on making more levels. :)’ Great news anyway!

Submitted

That's awesome! I finished all the levels and I really liked the idea. Well done!

Developer

Thank you for playing!

Submitted (1 edit) (+1)

Cool puzzle ideas with a turn based controls.  I also enjoyed the artwork.

Developer(+1)

Thank you!

Submitted

This is a really good concept. The map/level design is good, the level 3 got me 3 retries to get it done properly. Despite the small view port, I think it's a great game.

Developer

Thank you! I had plans to make better gfx and sounds but ran out of time.