Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit) (+1)

Nice job. I love the word play in the title and the music is nice.  The tongue is a neat mechanic that helps the game stand out from your average platformer.  TBH I'm a little mixed on the timer.  It's a neat concept on paper, and really helps tie the game to the winter theme. But with how far apart from the main character it is at times, it can be a bit much to keep track of both at times.  I feel like the game could really benefit from some audio cue. Something like shivering or a chime that help you gauge how close you are to freezing, even if you aren't constantly looking at the timer could go a long way. 

The other most major piece of feedback I have is that the character sprite feels a bit small on screen imo. It some adjusting to track such a small character on a big map, but if its any assurance I did make that adjustment fairly quickly.

Oh, I'd also be curious to hear what your thought process was with deciding that the B button would progress dialogue boxes instead of A for controller. It's not a big issue in the grand scheme of things just different enough from what I'm used to, to perk my curiosity. 

Again, nice job with game. Best of luck with the jam.

(+1)

Hey, thank you for the insightfull feedback :). Let's go point by point.

  • The original idea for the game comes from a Touhou common meme where Cirno freezes frogs, so I thought it would be fun to make a game where you are a frog trying to become an ice cube.
  • On the last days of the jam I started asking myself the same question as you do. "Is the thermometer maybe too small, should I add some sound cue?". One of my teachers told me the shivering effect plus the particles was good, so I brushed it aside. In hindsight, I will make a bigger thermometer and add sound to the next update.
  • The frog sprite was the first thing I drew and I've grown fond of the lil' fellah. It was born as a bit of a joke against another teacher that said 8x pixel art is harder than 16x. I wanted to use the jam color palette so maybe the frog melts into the background and is a bit hard to follow. I will probably add a colored outline in the next update for visual clarity.
  • About the dialog... well, I wasn't thinking about it as a proper dialog, but more of simply an UI element that  you close, therefore my logic went towards "Continue-> A, Back -> B; You want to close this window, so the logic is Back, so the button is B". I have no problem adding the option to close it withA.

Thanks again for playing the game, I'm quite proud of it :)

(+1)

Oh, don't get me wrong. The sprite itself is good. I can see how you could get attached. It does seem pretty cute.

And I think the thermometer itself is a good size. I think the issue is more so that it diverts my eyes too far away from the character I'm controlling to look at it, especially when the two are on opposite sides of the screen.  Not sure if there's an elegant solution for that though.

First idea that comes to mind is the way games like Splatoon handle it with incorporating the meter into the character design, but I'm not sure if that would really work for a sprite game, especially with sprites of this size. Having it follow the character might also work, but that comes with its own downsides. Incorporating sound design does seem like a good start if nothing else.

I didn't even notice the shivering and other effects my first playthrough. That sounds like it would be a good solution as is, so I'm not sure if it wasn't noticeable enough or if I just wasn't paying enough attention as I played. I'll have to look out for it the next time I give it a shot.