Ascend the crumbling spire to retrieve the sacred artefact!
Use your ice mage powers to freeze falling blocks, then use those blocks as your path upward!
Avoid dangers like falling debris, ghosts and fireballs! See what else you can freeze as your journey ever higher!
Controls; WSAD or arrows for movement. Mouse to shoot magic.
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Patron
The game felt very slow and the magic shooting sound effect felt very loud and piercing, if you ask me
SubmittedAbove The Clouds
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Lv. 37
I was kinda confused as to why you needed a key to get a mug, but it turns out you can save your mug without the last key!
Pretty nice concept, the mechanics work really well with the base idea, which also goes well with the theme. Clear weak spots of the game were audio and art, but not bad enough to ruin what was essentially a very simple but very powerful game concept.
SubmittedCig Tower
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Patron
Games tempo was a bit slow, and how you can play is up to randomness. Idea was fine, the balancing the game is just hard in jams where time is tight. I felt blocks fell on top of me or too far away. Instead of random(room_width) type of solution, you could (for example) have made to use player x position, like something { = obj_player.x + choose(-1, 1) choose( 1, 2, 3 ) blocksize} Here blocks x position will be players x -position, but added offset. So, it would not fall top of player, but next to him, on left or right side, and the block width times 1,2,3 or how far away you want. So, when you make game based on random, you should design what kind of randomness you want., and what are possible outcomes. Anyhow, it wasn't bad, just needs more balancing :)
SubmittedTrolls Bedtime
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Lv. 2
I had a very hard time with the instant air acceleration. It felt very unforgiving. I couldn't get past level 2, sadly. A little bit of an acceleration curve would have helped me enjoy this a lot more. I was also killed multiple times because I was unable to jump while I was touching the side of a block.
The idea seems pretty good, though. I would like to see some blocks that move in different directions (side to side, bottom up, etc). You may well have had those mechanics in there, I just wasn't able to get very far.
SubmittedFrōgen Frone
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Patron
Concurring with a few others in that the game was a little too slow. Although hilariously, that didn't stop me missing half of my shots.
I love the idea behind this, and with some time and effort it could blossom into an incredible game. So great work on that, I'm always proudest of jam entries that provide a springboard onto something more!
SubmittedSympathy for the Level
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Lv. 6
I like the idea, but it's a bit too slow paced for me and I'm pretty sure the player can get stuck in a frozen block, I was stuck to the side of one at some point. I also think the place where the blocks spawn is a bit too random.
The idea is good, but the excecution could probably be better.
SubmittedA Growing Challenge
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Patron
Very good idea, but I feel like the pace is a bit on the slow side for it to be really enjoyable. The fact that the blocks often fall in spots that are way too far from you to be useful is quite annoying. Often I had to just sit there and wait... and wait.. :/
The concept reminded me a bit of a flash game I played a ton as a kid, called Avalanche. If this played a bit faster, I would've played it for a lot longer, that's for sure!!
SubmittedJack Gets High
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Lv. 41
This was a cool game (no pun intended). I liked the concept of it a lot, and I like how the levels built up mechanics to make things more difficult.
The randomness of the falling blocks was sometimes a bit frustrating. Sometimes I'd need just one more block to win and they would be on the other side of the screen. The player also felt a little weird to control at times, maybe it's just me but it always felt like he could never jump as high as I thought he could.
Overall though, this is a cool concept and I'd love to see it fleshed out!
SubmittedAdventure Climb