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SNOW SHOCK's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Art | #5 | 3.917 | 3.917 |
Gameplay | #9 | 3.167 | 3.167 |
Theme | #12 | 4.000 | 4.000 |
Black and White | #15 | 4.250 | 4.250 |
Overall | #16 | 3.333 | 3.333 |
Music | #20 | 2.083 | 2.083 |
Originality | #23 | 2.583 | 2.583 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
The artwork is really impressive how you got all those gradients - like Obra Djinn
This game feels like Golden Eye. Art is amazing here and I really dig the gameplay. Awesome job!
Thank you!!
Really great game. The ambient sound was nice, and the art was crazy, is that all 2 colors just with dithering or is there more? my only glitch was when i pressed space i fazed through the ground for some reason, pretty good game though
It's just two colors! Internally, there are more colors but onscreen it should only be (dithered) black and white. If you play it on a high enough resolution screen it will probably just look like normal grayscale, but on lower resolution screens the dithering is more visible.
Also, the phase through ground glitch seems somewhat disturbing... that never happened in testing lol. Under what circumstances did that happen? Did you do a skill dive by accident? I tried making it clear that movement key space = skill dive but the controller I was using i originally coded for a third person game so it's not super clear what the state of the character is. When you skill dive backwards the legs are supposed to appear briefly but that's not very clear at all lol.
Maybe, All I did was press space, I may have been running
Nice game with pretty estetics, I would have added more indications on what to do and where to go. I could not find a way to pass the sniper and I gave up. But the game is solid, nice job.
I think I'll add AI state indicators to fix that. The AI's have a whole complex FSM running under the hood but it's really hard to see what state they are in exactly (without some sort of system like MGS has). I didn't realize it would be so difficult to hoodwink them without knowing what exactly they were thinking. They have a reaction time you can take advantage of but again, it's hard to see when they are/aren't alerted by your presence
I love this, it reminds me so much of the older FPS games like Golden Eye and whatnot. The aesthetic is great. Sadly I just couldn't get past the sniper I assume, I got to a max of 10 dudes beat and then the sniper would always two-shot me before I got close enough. Great game! Keep up the good work!
yeah. I was trying to make it a stealth game but there's no real way to sneak up to the roof sniper. You kind of have to attack him at full health. Theoretically the AI's have a fixed >0.25 second reaction time so if you shoot then dive out of the way quickly they won't be able to shoot you. I should have implemented some kind of an AI state indicator like in MGS but I kind of made the whole game in two nights... Maybe that could be the next update? Thanks for the feedback!