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Frostbite's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Use of the Limitation | #50 | 3.688 | 3.688 |
| Overall | #65 | 3.453 | 3.453 |
| Presentation | #67 | 3.625 | 3.625 |
| Enjoyment | #84 | 3.188 | 3.188 |
| Concept | #88 | 3.312 | 3.312 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
Sydney Avila (TouchStar) : Programming & Game Design.
Software used
Unity
Use of the limitation
They player has to stay warm from their lanterns and campfires in order to not freeze to death to continue exploring the maze
Cookies eaten
Probably 10. I love cookies :)
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Comments
I can jsut say u did a great job, please keep it up, hope to see u in the next Jam!!
Love the concept of this and for 1.5x days work this is incredible! The jump in difficulty is absolutely brutal though, I kind of love it 😂
Yah looking back on it there were some things I would change, but im glad that it is still a fun game! Thank you for playing :)
Hi!
I loved your itch.io page and the care and respect you showed in giving proper credit and references! I learned so much from the choices you made when animating your main character. Honestly, some of the most effective use of limited animation frames I've seen in this entire Mini Jam!
I could barely get past that skeleton, even on easy mode! You had me running around for quite a few minutes trying to figure it out.
I also learned a lot from your art direction decisions and, especially, how well you managed the scope of the project without overcomplicating things.
I genuinely enjoyed playing your game!
Best!
Thanks for all the compliments I really appreciate it <3. I made an easier version of the enemies in my V1.2 game on my itch page to demonstrate Ludonarrative dissonance that this game has issues with, but thank you for your feedback and for playing :)
It was intriguingly designed. I found hard mode to be too hard at first so i did the easy one, but after that I really explored the map of hard mode and I found the exit! It really felt like a little adventure.
nice experience, great job!
I'd love for there to also maybe be a way to scare off the enemies, maybe they dont follow you when you're at a campfire
besides that, good game!
Yah that would be a cool idea! I was talking to someone in the comments about having a patch of Ice that can be used to have the enemies slide off the edge, but I should have made it that enemies stayed out of the campfires light. Anyways, thanks for playing and providing insightful feedback :)
I love the visuals and the sounds, the game is very simple but is very fun actually.
I liked it, would like to play a full version
Thank you :) I did make an updated version with an extra level (called unique) to show the impact the Ludonarrative dissonance has on a game. Plus the updated version plays on mobile since most of my friends only play mobile games.
I've been thinking a lot about player engagement, agency, immersion, and so I'm pretty interested in your use of self-determination and flow theories. I'll try to evaluate how I experienced them in your game.
Self-determination: as soon as you step away from the fire, you alone are responsible for take each next step, or to make a decision to retreat. That's really a solid move, to establish self-determination immediately when starting the game. While I was playing, I thought would it be fun if you could somehow lead the skeletons into traps? It seemed like they might de-aggro if you get far enough away or lose LOS. Presenting additional possibilities to the player could be interesting, in a way that doesn't diminish the protagonist's vulnerability, which I felt is important to the design.
Flow: I experienced this when simultaneously trying to progress while dodging skeletons. Another recent time I experienced it was in a precision platformer where I thought it was required to chain running jumps. Seems like as a game designer, you can set up this experience by requiring the player to process information at a faster rate than they can actively handle, so some of it has to be delegated to subconscious processes.
Anyway, I had fun with it. The light running out while you're being pursued and trying to find a campfire is genuinely terrifying!
That is actually a really good idea! Having traps or special mechanics would have been a cool way to add more autonomy to the player. This can even blend in well with environment where there can be ice that the player can use to have enemies slide off a ledge. Also, thanks for playing and providing your insightful feedback :)
Ice sliding is a solid risk/reward idea, like if you could also slide off yourself. Thematically, I also like the use of environment and terrain for dynamic physics, because of their neutrality. Really interesting stuff to think about.
As someone who's worked on puzzle games myself, I can imagine that the code and textures came together pretty quickly, while the real challenge was designing an interesting level.
For a first project, this is actually pretty good! I especially liked the screen effects when the fuel gets low. I'll be looking forward to seeing your future projects! =D
Thank you :) This is actually my 12th game jam this year, but my first time making a maze like this. However, I am a civil engineer and so the only way I am able to make games is after work and I started the year with not much game experience. Also, I really liked your game as well and excited to see your future projects :)
Great use of music sfxs and light. The pixel art is also really cool. I think i cliped off the maze at one point? don't know if that's a bug or how is suppoused to be. Well done!
Yah I used the TileMap component in unity to make this but because some of the art has rocks that jut out it can sometimes cause the player to clip through the boundary. I tried to fix some of the more egregious ones by adding a small tree stump to block players (and the enemies) from getting clipped in tight corridors between rocks.
But if it makes the game more fun, then Ill say it was 100% designed like that and definitely not a bug lol :)
Beautiful job on the pixel art! Has a nice challenge to it as well. And for only 1 days of dev time. Nicely done!
Thank you :)
Nice work! The light system and general ambiance worked very well, and I saw you made enemy changes in the update on your page. I think if you made the music scarier you could get closer to the vibe you're looking for. Overall great work for 1 dev in half the jam's time!
Thank you :) also since you tried the updated version, which one did you enjoy more? The unique level or the hard level? I mentioned in another comment here about Ludonarrative Dissonance, and I believe that my game has issues with that due to the enemies movement and music. Anyways, thank you for playing :D
Well made! The skeletons made me jump on hard mode.
Thank you :)
The ambiance and the mechanics were fine, sound design was the best aspect. But the game felt a little too short, and the skeleton's chasing AI was too aggressive, the horror didn't get across too well, and it was mostly a game of outrunning the skeleton. The destination wasn't well-marked, though I did get satisfaction on juking out the skeleton in some of the few tight corners. These are my first thoughts, since you asked for constructive criticisms. But I'm sure you can improve on these aspects. Good luck on your journey as a gamedev !
Yah I was playtesting it a lot during the end and kinda forgot the vibe I was going for lol, but after a good nights rest and replaying it I 100% agree with you. There is a theory called Ludonarrative Dissonance where the theming (or story) and game play of a game collide. In this game I am going for a horror walking game where your supposed to navigate the maze. The feeling is meant to be more calm with a looming presence of fear. However the player is supposed to juke the skeletons which is more meant for actiony games.
No pressure if you dont want to, but I mad an extra level on my itch page as version 1.1. If you play the unique level you will see that the enemies behave more like how the theme is supposed to be. Anyways, thank you for the advice :)
Hey gamers, I am trying to become a better game designer. If there is anything I did particularly well or any thing is should improve on in the future (or any constructive criticism that you want to mention) please leave a comment!
I tried implementing Self-Determination Theory in this game and improving the difficulty using Flow Theory.