Thank you so much!
Vortarium
Creator of
Recent community posts
Thanks for playing and for the feedback. I’m really glad you enjoyed the chaotic rush from the customer effects and the overall mood from the voices and sounds.
I hadn’t thought carefully enough about how much eye movement the layout creates, or about the size of the area where the player’s attention needs to stay. That’s clearly important for the overall experience, and your suggestion to make the orders around 30% bigger and brighter is very helpful. Thanks again.
Thanks for playing and for the feedback. I’m glad you enjoyed the game.
And thanks for pointing that out about the guest timing. It makes sense that it felt like a bug. The current behavior is actually meant to reset the board every in-game hour, with existing guests leaving without penalty so the board does not get too saturated.
I can see that the way it’s presented makes it feel abrupt and confusing. Your comment helped me realize that this is a feature I need to handle much more carefully. Thanks again.
Thank you for playing and for sharing your honest thoughts. I understand that AI art is not something everyone is comfortable with.
For me, making this game still took a lot of research, thought, trial and error, and genuine passion, and I cared about creating something people could enjoy.
Even if we see it differently, I’m grateful that you took the time to try the game and respond
At first I almost gave up because it felt so hard, but the explosive bullets ended up carrying me all the way to the end. It also feels like the items can really change how each run plays, which makes the game seem like it has a lot of variety.
After a while, I found myself paying less attention to the trouble element, so it might be interesting if even the stronger items came with some kind of fumble or drawback. I think that would fit the concept really well
The music and the very primal presence of fire create a strong sense of urgency, and they really made the situation feel dire. I also liked how the seamless screen transitions and the ability to collect water just by moving close to it fit the game so well without getting in the way of its core loop of finding fires and putting them out.
It took me a while to realize that I could catch fire too. It might also be fun to throw water on NPCs running around while on fire
Thank you so much for playing and for the thoughtful feedback! This was my first time making a food-and-drink service game, so I’m glad that stressful feeling came through. I originally had it set up so customers would take the plates themselves, but I changed it because the guests in this saloon didn’t feel kind enough for that. I’m really happy that the stress still felt fun overall.
Thank you so much for playing and for the kind words! I’m really glad you enjoyed the idea and the way I used the limitation. I also really appreciate your feedback about the timer — I was struggling to find the right balance between “not enough” and “too much to handle,” so your comment was very helpful.
I really like games where you cooperate with your past self, and I loved how this game made that idea feel like a natural part of its Freeze theme.
The background, realistic snow, and calm BGM all worked together to make Freeze something you could feel throughout the whole game.
I also liked that the game seemed to offer alternate solutions from time to time, which helped me keep playing all the way to the end. Thanks for making it

