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A jam submission

WinterfrostView game page

Conquer the icy tundra and fight against the bitter cold!
Submitted by nyqbgcd
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Winterfrost's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#23.9413.941
Replayablity: Would you play the game again?#23.7653.765
Graphics: Does the game look good or unique?#24.4124.412
Fun: Does the game bring you joy?#24.0004.000
Originality: Does the game have unique mechanics or design?#34.4124.412
Theme: Does the game/story fit the chosen theme?#73.1183.118

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

Submitted(+1)

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!

Developer

Grateful for the review and hearing your thoughts on this!

(1 edit) (+1)

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"

Developer (2 edits)

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.