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.
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House of Glass's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Story | #13 | 2.500 | 2.500 |
| Presentation | #15 | 2.167 | 2.167 |
| Gameplay | #16 | 1.667 | 1.667 |
| Horror | #16 | 1.833 | 1.833 |
| Creativity | #16 | 2.333 | 2.333 |
| Theme | #16 | 2.667 | 2.667 |
| Overall | #16 | 2.194 | 2.194 |
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?


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