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A jam submission

House of GlassView game page

A frozen heart, a house of suspended time. Thaw the memory you buried — or stay safely numb forever.
Submitted by StorytellerMeeka — 20 days, 21 hours before the deadline
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House of Glass's itch.io page

Results

CriteriaRankScore*Raw Score
Story#132.5002.500
Presentation#152.1672.167
Gameplay#161.6671.667
Horror#161.8331.833
Creativity#162.3332.333
Theme#162.6672.667
Overall#162.1942.194

Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How did you implement the Theme: Frozen Heart in your game?
Frozen Heart is both the setting and the protagonist's condition. The game unfolds in a house stopped in time — dust hung mid-fall, colour drained, staged as a funeral — a literally frozen world. But the real frozen heart is hers: after remembering too much, she went cold and left her own body to survive it. The whole game is the slow, frightening choice to thaw — to come back down into the numbed self and let feeling, and the unbearable truth beneath it, return one room at a time. A single warmth meter drives the colour, the sound, the tempo of the prose, and even the pronoun the house uses for her, warming toward reunion or holding safely, temptingly cold. Melting the ice is the only way out, and it costs everything — the frozen path never stops being the kinder-feeling one, right up to the last choice.

Did you implement any of the Bonus Challenges, and if so, which ones?
All three.

Emotionally Numb — this is the core of the game. The protagonist has numbed herself into a dissociative stasis, and the entire story is the work of making her feel again, thawing the frozen self one room at a time.
Melting Away — as her warmth rises, the frozen house physically thaws: the suspended dust finally falls, frost veils dissolve, and the ice lets go of what it held. In the warmest ending the whole stopped house melts back into motion.
Thin Ice — the climax is a crossing over a frozen well. The protagonist has to move across thinning ice without flinching; crack it three times and she plunges under — one of the game's three endings.

Does your game contain AI-generated assets?

Yes

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Comments

Submitted

Hey, nice job! The visuals and poetic dialog made for a really cool atmosphere. I wasn't sure what to do at first, I didn't realize you had to interact with all the other object in the rooms before playing the instrument to ring until the very end. I will say it felt a bit slow to me, but I also don't play a lot of visual novels. I also think some music/sound design would go a long way to enhance the atmosphere.

Developer(+1)

Thank you for playing, and for the kind words about the visuals and dialog. On the pacing: that stillness is deliberate. The house is frozen in time, nothing moves and nothing sounds until you disturb it, and that silence is tied to the game's central question about whether any of it is even real. Adding music would answer that question for the player, so I chose not to. I hear you that it made the opening feel slow, and that's a fair trade-off to name even if I'd make the same choice again. Really glad the atmosphere still landed for you.

Submitted

The visual presentation is definitely that of someone who has made many games with an emphasis on UI design and layout. It's very neat and even has a sort of feng shui to it that I can wholeheartedly appreciate as someone who works on UI/UX professionally.

I can tell that a lot of work went into the story and the creative use of the theme. The muted jade color scheme also helps give everything a nice atmospheric chill.

Unfortunately, I think the beautiful presentation and complexity of the game also combined to make the opening feel a bit overwhelming. I'm always willing to put in some extra effort to give jam games a fair appraisal and honor the work of the developers, but I just couldn't get myself very far into this one.

There were a lot of unfamiliar elements introduced early on, and I wasn't sure how much of it I needed to understand or remember before moving forward. The different elements of the house all sounded potentially important, and once I got into the game itself, I immediately had this feeling of, "Oh man, this could end up being a lot of exploration and dialogue that I really need to pay attention to."

I'm admittedly not someone who gravitates toward dialogue-heavy games, so some of this is definitely personal preference. I think I would have had an easier time getting into it if the opening gave me a little less to digest at once and let me discover some of that complexity more gradually.

That doesn't make it a bad game by any means—it just didn't quite give me the hook I needed to push through that initial feeling of being overwhelmed. There's clearly a lot of care and effort here, and I can absolutely see this appealing more to someone who enjoys digging into story-heavy games and learning their systems.

Developer

Thank you so much for playing, and for such a thoughtful and honest review. Coming from someone who works in UI/UX, the note on the layout means a lot.

I really appreciate you pointing out the opening, and I think you're right that it asks for more attention up front than it needs to. 

For anyone reading this and wondering whether to try it: there's nothing to memorize, no puzzles, and no wrong way through the house. Nothing is tracked that you have to keep in your head. The game notices what you choose to feel and what you look away from, and the colour and sound shift with you. You can wander, follow whatever draws you, and let it wash over you.

That's a great note to carry into a post-jam version. Thanks again for giving it your time!

Submitted

I feel bad for not giving your game as much attention as it deserves. If I can get my ADHD to calm down enough, I'll give it another go!

Developer(+1)

You put your finger on exactly what I was going for: I wanted the opening to feel like too much, on purpose. This isn't a game you're meant to solve or track with your head. It's built to be felt rather than figured out, and that means I deliberately give the player no manual and no clear signal of what to remember. That's a real gamble with an audience that (very reasonably) wants a foothold before committing 30-60 minutes. I won't pretend that's an accident I can patch, but I take your read seriously and I'm genuinely grateful you gave it the time you did.

Submitted

I enjoyed playing it but was certainly confused for a bit

Developer

Confused about what?