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Icebox Shuffle's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #62 | 3.583 | 3.583 |
Authenticity (use of resolution) | #84 | 4.417 | 4.417 |
Overall | #102 | 3.604 | 3.604 |
Graphics | #129 | 3.417 | 3.417 |
Audio | #142 | 3.000 | 3.000 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Good job!
Very well done! The movement got a little frustrating with the unforgiving corners, but then I realized I should shrink a little to account for it. Level select was a nice touch! Boss difficulty was a little weak but I was impressed by the different phases. Nice submission!
I really liked it, just to my taste, the gameplay is for 5 stars! Eight levels flew by very smooth. The boss battle revealed the flexibility of the game mechanics. By the way, my game is also about pushing blocks, check it out.
very nice level dessign, i just didn't figure out i could also push ice blocks i don't know why, i guess i didn't read the name or something lol, pretty good submission :)
I like the idea and the boss fight was fun! Some blocks lands strangely sometimes but shrinking helps a lot in these cases.
Good job.
Cute little puzzler, and I love how the green dude looks kinda annoyed with you when you shrink him. Felt maybe a little “loose”, I wasn’t always sure if I’d found the correct solution or if it was a fluke. Still pretty fun though! I couldn’t figure out what was going on with levels 5,6,7 and the red things but I skipped to the boss and enjoyed that.
For some reason, the game took 30 seconds to load on my computer. Not sure what is the cause, but it shouldn't happen for this kind of game.
As for the gameplay, I beat the game, but I still don't understand how the game physics work. Sometimes you can push two blocks at once, sometimes you can't. Is the game using a physics engine and rigid bodies? Feels like it given how the blocks sometimes wobble and stack or layout themselves in weird ways. I think it's unnecessary for this kind of game. Likewise, the shrinking mechanic also feels unnecessary. The game should work on a grid in the first place. There are no gameplay benefits brought by not being grid based, but there are drawbacks.
I agree on the previous commenter about the angry red blocks. I think their disabling should perhaps work on a timer, so that you have to hurry and think about the order in which you disable them. Or perhaps make it so that it's not timed, but you can only have one disabled at a time.
On the controls side, the fact that level select screen works with mouse feels a bit awkward to constantly switch between mouse and keyboard when playing.
I had fun overall, I really dig this kind of puzzle games, music and sound effects are nice and so are the graphics.
I just applied/removed forces to move the blocks, and didn't have time to make it so they snap to a grid. I added the shrinking mechanic so the player could fit through gaps if the blocks got misaligned because of this. I really like the idea of having the red blocks work on a timer, which is a much better mechanic than what is in the game right now.
I beat the game. But I am not sure how many levels I might have accidentally cheesed through pushing multiple blocks at once. Or certain blocks not going their full distance and getting caught on corner collisions. Perhaps that was intended, or accounted for in level design. I do enjoy solving puzzles. So that was fun.
I do not think I fully understand the intention behind the angry red circles. Going back it looks like they prevent you from pushing any blocks they are turning red. During my initial playthrough I just went around and turned them all off. So to me they felt useless or pointless. Perhaps I missed something about them.
Now what I really love is a wacky use of a core mechanic for something unexpected. And I was pleasantly surprised to be kicking ice blocks in a boss battle at the end there. I did read the description about there being a boss. But I forgot or dismissed it apparently. I suppose I was more focused on crushin' some puzzles.
Overall, I enjoyed my time here. Keep up the good work.
I'm glad you enjoyed the boss, and no you did not miss anything with the red circles, I did not have enough time to really flesh them out. I also did try to accommodate for blocks getting caught/being pushed by another in the level design as much as I could.
I love the art! a simple but satisfying puzzle game.