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(+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.