Ice Story ( koori monogatari 氷物語 ) by Christina Antoinette Neofotistou
A little buggy, but this is the best game I've made. I got lost in the world, I got lost in the mechanics, ideas exploded out of me. I made 10 levels, I only stopped because of time constraints.
So look. This is Nya Koori, an ice mage. She doesn't like to hurt stuff, but when there's an infestation of dinosaurs, what can you do?
Stunning them and throwing them back to their world through a magic portal, that's what.
controls:
* left and right arrows to move, X to jump
* Z to cast freeze spell
* when enemies are fully frozen, Down Arrow performs a Dash that knocks them over
* then you can catch them
* then you throw them at the portal by Z+X at the same time
Repeat until they're all back home.
Obviously inspired by the great bubble bobble, liquid kids, rainbow islands and snow bros. So basically Taito in the 80ies :D
Credits:
Huge thanks to r0j0hound from the Construct 2 community. He didn't help me with anything specifically this time, but every time I search through the forums, he's already answered all my questions.
The rest is me. Pixelart and animation in photoshop CS5, music in FLstudio. This time I used VOPM, a free sega genesis sound chip emulator. Chirp Lab and some FLstudio again for the sfx. Also a surprising use of the screencapture software LiceCap, to which I owe the tutorial replay. It's just a tiny tiny crystal clear gif!
To-do: more levels! Bug fixes, mainly the platform movement. Comb the spaghetti code.
Please let me know what you think. I love LD!
So look. This is Nya Koori, an ice mage. She doesn't like to hurt stuff, but when there's an infestation of dinosaurs, what can you do?
Stunning them and throwing them back to their world through a magic portal, that's what.
controls:
* left and right arrows to move, X to jump
* Z to cast freeze spell
* when enemies are fully frozen, Down Arrow performs a Dash that knocks them over
* then you can catch them
* then you throw them at the portal by Z+X at the same time
Repeat until they're all back home.
Obviously inspired by the great bubble bobble, liquid kids, rainbow islands and snow bros. So basically Taito in the 80ies :D
Credits:
Huge thanks to r0j0hound from the Construct 2 community. He didn't help me with anything specifically this time, but every time I search through the forums, he's already answered all my questions.
The rest is me. Pixelart and animation in photoshop CS5, music in FLstudio. This time I used VOPM, a free sega genesis sound chip emulator. Chirp Lab and some FLstudio again for the sfx. Also a surprising use of the screencapture software LiceCap, to which I owe the tutorial replay. It's just a tiny tiny crystal clear gif!
To-do: more levels! Bug fixes, mainly the platform movement. Comb the spaghetti code.
Please let me know what you think. I love LD!
Ratings
| Coolness | 87% | 2 |
| Overall(Jam) | 3.77 | 124 |
| Audio(Jam) | 4.02 | 42 |
| Fun(Jam) | 3.55 | 187 |
| Graphics(Jam) | 4.54 | 34 |
| Humor(Jam) | 3.12 | 397 |
| Innovation(Jam) | 3.10 | 511 |
| Mood(Jam) | 3.70 | 123 |
| Theme(Jam) | 3.18 | 640 |
So look. This is Nya Koori, an ice mage. She doesn't like to hurt stuff, but when there's an infestation of dinosaurs, what can you do?
Stunning them and throwing them back to their world through a magic portal, that's what.
controls:
* left and right arrows to move, X to jump
* Z to cast freeze spell
* when enemies are fully frozen, Down Arrow performs a Dash that knocks them over
* then you can catch them
* then you throw them at the portal by Z+X at the same time
Repeat until they're all back home.
Obviously inspired by the great bubble bobble, liquid kids, rainbow islands and snow bros. So basically Taito in the 80ies :D
Credits:
Huge thanks to r0j0hound from the Construct 2 community. He didn't help me with anything specifically this time, but every time I search through the forums, he's already answered all my questions.
The rest is me. Pixelart and animation in photoshop CS5, music in FLstudio. This time I used VOPL, a free sega genesis sound chip emulator. Chirp Lab and some FLstudio again for the sfx.
To-do: more levels! Bug fixes, mainly the platform movement. Comb the spaghetti code.
Please let me know what you think.
Amazing art as usual. A complete game as well. I think your best entry yet!
- Fedor
very omoshiroi!
When i got to grips with that which was pretty quickly really enjoyed it.
Sounds where great, would really make a nice hand held game or be better with a controller maybe.
As always out standing pixel art, animations and run smooth.
<3 scored highly for me!
Besides that, the levels, art, and sound are super great. awesome job!
When I was a kid, I mostly played sega genesis... put I can totally feel the arcade style you went for. You got it really well! :)
Keep up the great work!!
It's just annoying that the controls (mostly the Z+X throwing thing that is really hard to pull off) are wonky :(
Anyway really nice <3
Also, it reminds me of Snow Bros when freezing the enemy.
I had trouble consistently hitting x and z at the same time, and would often jump or cast ice when trying to throw, but that also felt authentic because controllers at the time had trouble with multiple key input. :)
Great entry!
Great entry! :)
I'm not a fan of using Z+X to throw, but that's really my only complaint in an otherwise solid entry. The only thing holding this back are the limits that were placed on you by the jam time limit, which is ultimately what you want to end up with. Great job!
And yeah, this is your best LD game yet so congrats to that!
Other than that this looks like a pretty complete small game - awesome work!
But the balance gets positive with this lovely pixel art and nice music :).
I really enjoyed the synths and the bouncy tunes; I have this absurd little soft spot for the Sega Genesis sound chip, so I can't thank you enough for citing that Yamaha emulator in your Post Mortem. The style of the title logo and terrain, bright colors, and cute sprites were charming and wonderful (though I maaaybe was a bit fonder of Nya's Big Hair phase <_< >_>). To top it all off, the gameplay was solid, simple platforming fun, with a clever set of mechanics and a well-executed difficulty curve. And it's refreshing to see a hero who isn't some Kick-In-The-Door-And-Wreck-'Em-All type too; gal just wants her peace and quiet. I can appreciate that.
Also, can I gush briefly about the ritual -feeling- of the dino-banishing ritual? The short string of game actions needed to banish the enemies? Brilliant work creating gameplay behaviors and mechanics that feel like and mirror the narrative. That's a rare quality in games, and a delight every time it happens.
This really was a fantastic entry, and I think it's going to place really well. Please do consider continuing to work on this; maybe add in some dino varieties with different movement types, some static hazards or terrain interaction, maybe even local cooperative mode with Nya's rival, and put it up on Steam or something. It'd totally be worth it.
Thanks again, and I'm looking forward to seeing your future work!
@Dahold
But I think the gameplay could be adjusted a bit to be more fun.
The controls seem overly complex.
I could never seem to press Z+X simultaneously; I instead pressed Z slightly before X. It would’ve been simpler/better to just use the Z key for throwing I think. This kind of arcade game’s challenge shouldn’t come from its controls.
Also, picking up multiple dinosaurs and throwing them one at a time is confusing.
More visual cues about how soon the dinosaurs are going to wake up after being thrown would be good.
I made it to level 9. The game-over is punishing; it’s not interesting to play through the easy levels again and again. Consider at least giving extra lives for collecting bonus items. (maybe that already happens… if so, consider lowering the threshold).
Perhaps the ice build-up takes too long & is too button-mashy. Also, the ice-projectile could be more visually exciting.
The connection between the tree-house and the library setting is not clear.
Pardon me for complaining so much. Very nice work!
I disagree with everyone who said Z+X was odd/difficult - I can see this working amazingly on a NES controller.
Only had a few tiny issues: I wasn't aware of any time limit in the levels so was a little confused by the 'Hurry Up' messages, and didn't get that they related to the rocks.
I managed to get a dino stuck on the left hand side of one of the levels - can't remember which, maybe 3 or 4 - and the collision detection wouldn't let my ice hit him there. Other than that, some wibbly clipping when using the down dash, but I mean...
is this honestly a jam game? How in the... even... what the... it's astonishingly impressive, and kawaii.
Now to admit my total stupidity: I clicked on what I thought was the main thing, thinking you'd embedded the game in the page. I spent over a minute pressing Z and X to start, wondering why the web play didn't seem to be working, and why it kept looping, but nonetheless impressed that there was a rolling play demo. I was thinking 'the frame rate seems a little bit choppy...'. Then I realised I was watching a .gif, not the game itself.
*ahem*, so, thanks for that, as well.
I definitely like the routine of firing the enemy into the portal, although I found pressing Z and X at the same time to be very frustrating, and I didn't like losing a life from running into enemies when I did the dash attack. I also feel like the first level is a lot harder than the ones that come after it.
But this is all little stuff-- this game is charming and polished, and totally worthy of love.
I think the stunned dinos recovered a little too quickly and their collision boxes were a little too small. I died a lot trying to get to them before they recovered, and it felt like Nya's sprite was on top of them when they flipped back to life and killed her.
I don't know why, but my brain *really* wanted Z to be jump and X to be fire. Like others, I found that holding Z and pressing X worked way better than trying to hit them together. Something to note in the future: on AZERTY keyboard layouts (Europe?), the Z and W keys are swapped which makes Z/X tough to use. It's worth also binding W or using X/C.
I'm not sure if it's a configuration option with Construct 2, but the game didn't properly capture the Z key, so it kept popping open my typeahead find box and taking focus away. The X key was captured fine. Maybe there's someplace you have to tell it which keys the game uses?
Anyway, nice work! Really polished!
Apart from the z+x for launch which is a bit tricky, everything else is work fine. I think that just use the z to launch would have been ok, but maybe you want people to stack more dinosaurs on their head ?
The freeze / unfreeze animation really remind me snowbros and the sound design fit in perfectly.
Ideas if you want to work on a post-compo version :
- launching monster on other monsters stun/freeze them
- stacked monsters are launched one by one
- collecting book improve icing power/speed ( reset on each level )
Beautiful pixel art and animation.
Great sound effects and the music works really well.
Really impressed you had time to implement a tutorial and and intro story :D
The only thing I would say is I found the control a little awkward/non-intuitive.
Mainly having down for dash. Would have changed it to a double tap or the C key.
I would have Z and X swapped around the other way, but that may have just been a personal preference.
Whenever I pressed X+Z at the same time though, she would jump instead of throwing, I always had to press Z first, hold, and then X.
I accidentally threw one dinosaur out of the level so that I couldn't reach him anymore. But given the time constraint there are always some bugs of this kind, my own game is plagued by that too :3
This is anyway one of the better games in the Jam and I had a lot of fun! Good Work!
Anyways, great job!
It also feels like an old nes game.
Nice work!
found the controls a little tricky at first, i felt like i wanted to use the the shoot button, to pick up and to throw. and i kept trying to deposit the enemies in the portal with up.
lol maybe i just play too much mario.
but great work. i hope to see more games from you in other jams.
Looking forward to seeing a post-jam version.
BUT. Sorry, gotta do this:
1. Derivative. It's basically Snow Bros and Bubble Bobble.... but...
2. With worse mechanics! The action queue of icing -> dashing -> picking up -> throwing into gate is super frustrating because it doesn't make intrinsic sense, and on top of that...
3. Confusing as hell controls. Why z+x to throw? Why dash to pick up? The flow is unintuitive and thus difficult to pick-up-and-play. I don't think the dash is necessary. The throw isn't even necessary when you can just carry them into the portal. Neither of those ADD to the gameplay at all.
4. The platforming is a bit off. Player character moves too fast, especially over gaps, so it's HARD to go down a level. Compounded with the inability to jump down, makes navigation really hard.
5. The z+x is really hard to press, there's not enough looseness in having to press them at exactly the same time, resulting in my attempts at throwing into the gate making me jump up a level... And getting down a level is hard, so... Endless cycle of frustration.
6. The level timing is a great touch, and offers some push to finish a level, but it's too fast, especially given the frustrating controls, and unexplained/untelegraphed to the player.
Really want this to be a good game, see if issues can be addressed :)
In general, I liked the game. It had concepts and game mechanics I haven't seen for a while. For a Construct 2 game, it was quite entertaining and well put out. Yes, there were a few bugs and annoying things that got in my way, like how hard it is sometimes to throw the aliens (or whatever I should call them). I often ended up jumping through the floor, losing a healthpoint and the alien dude. That was kindof a bummer.
Another thing I would've liked to see (though it may be not too important), is some transfer to the next level. I just had to wait there, not sure if I was finished or not until I magically went over to the next level.
The level design was awesome.
The graphics were amazing.
Gameplay was way more entertaining then I thought it would be.
The game is very appealing to the eye, even after you've been playing for a while. If you keep going with this idea, even possibly move it to mobile devices (I think it would be great), then this game would definitely be something I could play.
Thanks for a good game! 3,5/5
Some awkwardness in the controls, I protest against using attack+jump for throwing. And the level complete cooldown is long enough to make you think you've still gotta do something.
But these are just small details, it's quite a complete package as it is. It has a limited pool of mechanics and all of them go well together (like the way you've still got to catch dashed enemies.)
Please check out this recent post, it sums up everything about this issue : http://ludumdare.com/compo/2015/04/24/why-z-is-a-bad-action-key/
In spite of this, I still gave you a good rating, if only I could play more of your game I would be so happy :)
Cool graphics and sounds, love your art style
Nice to see a Greek making a great game! Congrats!
I'm bad at games and I found this especially tricky even after I had got the hang of how to dispatch enemies. I'd suggest a longer pause before thawing, and a longer stun time after dashing.
Still, a really solid entry! Good luck!
good job!
You did an amazing job with graphics, sounds and overall polish, congrats!
- My first thought was the weird controls. Z+X? Why?
- Also, why am I throwing these dinosaurs into this otherworld portal? I mean it seems interesting enough though, so I guess that doesn't really matter.
- I got used to everything pretty quickly after dying a few times and being really confused and frustrated about how to actually send a frozen dinosaur skyward; watching the tutorial over again after actually playing helped me understand, though.
- Kind of a neat idea, hiding the tutorial in the main menu.
General Compliments:
- The art and music (when it plays) are pretty nice. I can tell you put a lot of work into this area.
- The strategy involved with the dash mechanic is pretty cool. You have to make sure there are no unfrozen enemies in the direction you're charging or you'll hit them and die, and you also have to be careful about knocking enemies up onto platforms where other unfrozen enemies are. Requires you to put a bit of thought into the order you do things.
General Gripes:
Also, it might seem trivial, but it's something I feel was missing: a victory prompt. After I beat the first level I was like "...did the game break? ... OH, ok, next level, I guess."
Deal Breakers:
- I think there needs to be more gravity or maybe just more solid (pun intended) platform collision. It feels weird walking into a gap and then popping back up on the next platform. This also makes it kinda hard to get back down from a platform when there's only a tiny gap to go through; consider adding down+x jumping ability.
- Sometimes after you knock an enemy into the air and miss catching them, you can't knock them into the air anymore; you just go right through them, and sometimes die.
- I mean I know it's a Ludum Dare entry, but collision doesn't work consistently, and sometimes jumping doesn't get you to your full jump height. I understand completely how hard creating a good platforming character controller can be though; I've done it myself, and it took MONTHS, so you're kinda excused on that front. Having this kind of thing already coded up before the competition starts can be a big help, though.
- When I get hit and turn invisible forever... UGGGGGHHHHH!
Closing Comments:
The bugs kinda render it unplayable for me.
People on this page keep calling it polished and stuff, but I feel like their idea of polished is quite different than mine.
I mean the art and music are good, yeah, but, imo the mechanics and collision need a lot of work.
And it's probably more important to spend time on that before spiffing it up art-wise, especially as a one man team.
Although, I do get that some people draw more inspiration and drive from creating art rather than spending time coding, and maybe that was a factor.
Just, in the future, keep in mind that spending a little extra time squashing bugs can go a long way in improving the user experience.
Aside from that, I like the multi-step process of taking care of the enemies. The graphics and sound are both fantastic, and you really made this feel like a complete, polished game. Awesome job.