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A jam submission

Snowblind (GWJ-64 Submission)View game page

Find shelter before you freeze to death
Submitted by Axial Studios — 15 hours, 42 minutes before the deadline
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Snowblind (GWJ-64 Submission)'s itch.io page

Results

CriteriaRankScore*Raw Score
Audio#24.1434.143
Controls#93.6793.679
Overall#103.6733.673
Accessibility#113.3213.321
Graphics#114.1074.107
Theme#283.9643.964
Originality#363.5003.500
Fun#433.0003.000

Ranked from 28 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
4.1

Wildcards Used
White-Out/Freezing Out

Game Description
Your plane went down in a mountain forest. Survive long enough to find shelter!

How does your game tie into the theme?
You must move between piles of burning wreckage to keep warm and gather supplies.

Source(s)
N/A

Discord Username(s)
N/A

Participation Level (GWJ Only)
1

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Comments

This is a walking simulator in which you hope you will make it to the goal before the numbers hit zero. There are campfires that stock scraps for you to ingest along the way.

Well done with what you made. I'm just not a fan of the gameplay. It's a polished experience.

Submitted

A true gem and a way to learn many new things. I appreciate the cleverness in this game and the explanations you have given. The graphics and setting are impressive, and I'm curious about how you implemented the footprints.

Developer (1 edit) (+1)

Thank you!


The footsteps are a small sprite that matches the shape of the player's foot.

 


From this, I created a footstep scene that fades opacity of the sprite over 30 seconds and deletes it afterward.


A reference to this scene is stored in the player script.


When the player walks, there's a script that plays a footstep sound on regular intervals (this was timed with the player's feet being fully extended in the sprite sheet (3rd and last frame in the sprite sheet (Although I think we switched the order around in game to make walking feel more natural)).

Since the walk sound already plays at the correct time, I can just instantiate a footstep in the same part of the script. I use an integer to keep track of which foot is stepping (1 for right, -1 for left), and flip the sprite along local y accordingly - there's also a positional offset, so it looks like it's coming the back foot of the current frame.

Hope this helps!


Edit:

The spritesheet above has 7 frames. The one we implemented in Godot actually has 8 frames, so one step always takes 4 frames.


Submitted

thank you for sharing

Submitted

Awesome, I love the art style and SFX!

Submitted

Really liked the execution on this game, Felt short but was jam packed with details.

Submitted

Awesome! I'm guessing it's actually a 3D game made to look like a 2D one right? Regardless, the polish on this one is impeccable. Love the animation on the plane at the start and the little touches. Very well done!

Developer(+1)

Thank you!


It's actually 100% 2D with parts that are made to look 3D.


The airplane is a series of sprites rendered from blender, and the trees are stacked sprites that are procedurally animated using some sine curves.

Submitted

That's actually super sick, would you mind giving a more detailed explanation of the procedural animation? It sounds interesting.

Developer (1 edit) (+1)

Absolutely!


So I created a series sprites for the different leaf layers of a pine tree.

In Godot, on startup, I decide if a tree will have 3 or 4 leaf layers, scale them from 1 down to 0.5, and color them green.

(The white snow is from a another sprite that I place over top - if I did this again, leaves would have been all one sprite with the snow factored in, but I had originally planned to do some cool stuff with sprite masking - didn't have time to implement this)



From here, I pick a direction to sway the tree in, and select a point for each leaf layer to sway to (the amount the layer sways is based on the size of the leaf layer - the smaller the layer, the further it sways since it corresponds to the top of the tree).


Then I interpolate between the starting and target positions for each leaf layer (cosine function helps the swaying feel more natural than just linear motion between positions).


The period of sway is randomized a little as well.


The 3D effect of this was unintentional, but we loved how it looked when we tested it out, and it saved us from hours of drawing tree sprites by hand (we're not artists lol).


Hope this helps! The explanation is a bit of a mess mostly because the implementation is too!

Submitted

Thanks for taking the time out to explain this! If it works it works lol. Even though the 3D effect was unintended at first, I was totally fooled. Kudos!

Submitted

I didn't understand the game mechanic, but on the other hand, the game is full of tiny details really good like cinematics, frost on the screen and the foot prints of the snow. It makes it really inmersive! I loved it!


how did you make the airplane animation?

Developer(+2)

Thank you for the review!


For the airplane animation:

I made a simple plane in blender


Added some color with emission materials (so no shadows)

Set the background to transparent and the filter size to 0px (this removes anti-aliasing)



Then I dropped the render resolution wayyyyy down and rendered a few still images of the plane at different roll angles.

This is the raw render output.



In Godot, I animate the  texture property of sprite to switch between the different rendered images.


Hope this helps!

Submitted

love the artwork. The quasi 3d animation for the plane crash was excellent.

Submitted

Very good art and atmosphere and well executed! Loved the intro too! My only complaint is that I wish there was more to it than simply walking and that it'll be easier to know you're heading somewhere (because of all the open spaces). This can definitely be expanded!

Submitted

I really liked the art and premise of your game. I wasn't too sure what items I could pick up at first, but I managed to get to the cabin on the first try. I like the freezing effect and wished I had implemented something similar in my game. Great job!

Submitted

Great sound design and freezing effect. Made it to the shelter with a sliver of health!

Submitted (1 edit)

Rally fun entry. 

What was not clear to me at the beginning is that I need to use items straightaway, and that there is no inventory. I picked up first item and was expecting to pickup others. But it became clear at 2nd light. Still was able to complete the game in first run.

Well done, keep it up.

BTW. Intro reminded me of "Prisoner of Ice" game for what ever reason. 

Visual aspect of Snowblind are really nice.

Submitted

I really enjoyed playing this game. It is very aesthetic and very immersive. 

I loved the graphics, it took me back to old times of old school Lucasarts games. The intro sequence is on point.

It took me some time to figure out how the items worked but now I'm ok with them.

I think the game loop is very fine but itcould be enhanced with some more challenges, like a wolf who chases the player between the light sources or some boulders to make the player go around them.

Submitted(+1)

Well done with the SFX! The airplane crash and the sound of “ambience” really gave me immersion. It makes me remember The Thing from John Carpenter, for a short instance, lost in an “iced nowhere” and trying to figure out how to survive (and if you will survive) until you reach the objective, the cabin!

I really, really liked playing it!

Submitted

Very cool game could see Markiplier playing this if its was fully fleshed out also im dumb so maybe having like a compass show directions lol would be nice

Submitted

Really interesting game, very creative, I love the graphics.But I was to dumb to find the shelter so if you could add some more navigation the game wont take that long to walk with the feeling you won't find anything helpfull. overall great job well polished!

Submitted

Very good ambiance

Submitted

Loved it!

Submitted (1 edit)

Really cool game, the sounds were really amazing! and really cool concept!