Deep Winter by Copito
A small isometric action game about a hunter exploring a frigid wasteland
Controls:
Shift + Left Click: Attack
Left Click: Move
Enter: Dismiss text box

Notes:
The game should be completable and has 4 "levels" it should be randomly generated each time you play (although I'm not 100% sure I remembered to seed it off the system clock...)
There is supposed to be significantly more punctuation in the text but my rubbish code misses half of it out
Both the jam and post jam versions of the game are available at the link below. Please do not score the post jam version but feel free to leave comments on it.
Post Jam Version
Adds audio
Increases the difficulty progression between levels
Adds footprints in the snow
Adds a basic HP bar
Available from the same itch page below
THIS GAME REQUIRES VULKAN TO WORK
It should work on most windows computers, especially those which have played modern 3D games however I've not ported it to Linux and some machines without discrete graphics cards have reported missing the vulkan DLLs. If you are on windows and have compatibility issues please leave me a comment since I'd like top to try to get them figured out for future jams
| Youtube | https://copito.itch.io/deep-winter |
| Original URL | https://ldjam.com/events/ludum-dare/47/deep-winter |
Ratings
| Overall | 901th | 3.426⭐ | 36🧑⚖️ |
| Fun | 1038th | 3.136⭐ | 35🧑⚖️ |
| Innovation | 1192th | 2.956⭐ | 36🧑⚖️ |
| Theme | 978th | 3.455⭐ | 35🧑⚖️ |
| Graphics | 203th | 4.243⭐ | 37🧑⚖️ |
| Mood | 304th | 3.868⭐ | 36🧑⚖️ |
| Given | 50🗳️ | 41🗨️ |
Kudos for TWO 2D isometric characters in a game jam game! (Also, please teach me how to do something like that...)
Henry's "ah well" moment made me laugh a little.
Would be nice if there was a HP bar, but it's not necessary.
One issue: when I try to resize the game window, game crashes with this:

Couldn't get used to the controls, especially in combat.
Could use some sound.
@toasteater I am hoping I get time to do a post jam version with sounds but it's more complex than just making the wav files as this game is written without an engine in C++ and I forgot to integrate a sound API before the jam. I will integrate FMOD before the next jam but I'm not sure if that will happen today or in 3 months
I also wish there was more reasons to explore and keep hunting enemies but understandably time was limited.
I really missed some visual indication for getting shot - a red screen flash would be enough to let me know that I've been hit. Nice 2d pixel art! The end, "polished" product that I imagine in my head is really something that I'd like to play or spend 15$ on steam!
For context most of the scene art (trees / wall decoration etc) was made in the last hour before the submission deadline... so there wasn't much time for polish or features to keep the player engaged.
1. You seem like you know what you're doing with art, your animations and sprites are awesome, but there are no shadows in the game, no shadows for the arrows / trees / characters. In general light is a must for establishing atmosphere. Just a few god rays or shadow circles can go a long way and it doesn't take any time to throw them in so there's no excuse for not doing it.
2. Same goes for the sounds, googling 'free winter forest ambience' and slapping it into the game takes minutes.
3. You could foreshadow more, play with the idea of who is henry, maybe he's a human? What if it's a child? Could be a tense story if you had like a dark forest, have a snow storm going or something... But that's just my ideas.
4. Why is there a wall in this frigid forest? :D You could use just the trees.
Anyways, congrats on your entry! Nice one.
I loved to read your comment about the background story of the protagonist! Would love to see the finalized vision one day or at least a spinoff game in the same world!
*spoilers*
----- game story -----
* I need to find henry, he shouldn't be out on his own - (can't remember what happened to her dog)
* Finds the body of her dog:
* Oh henry died. Never mind - (Her dogs fate isn't the main thing on her mind)
* What was it I was doing here - (can't remember why she's here and has forgotten about her dog)
* Finds a slaughtered animal:
* There's food here, that's right there was food here before. We came to look for food, I wonder if henry is ok - (remembers she was looking for food and contrasts her current perception of a world of nothing but ice with a previous world with animals and food)
* I wonder how long I've been here - (can't remember anything)
* Finds her body:
* That's right we couldn't find enough food, I was called Jenny right? Maybe I can rest now - (remembers her name and rests in peace)
----- overview -----
The story follows the ghost of a hunter who came to the waste lands to hunt animals for food, however she couldn't find any and after loosing her dog (Henry) froze to death. In the game she is haunted by effigies of her body freezing as she tries to understand her situation until eventually she finds her body and rests in peace.
@xk-the-name Thanks for the feedback, I would certainly have liked to add more graphical polish and fluff but there just wasn't time. Obviously downloading sounds would have required me to opt out of audio anyway but I would have added sounds if it weren't for the lack of code support in my C++ code base at the time of the jam. Sorry!
Reminded me of hours spent playing diablo2.
Cheers!
it all felt a bit wandery and like i wasn't quite sure where i was going or if i was progressing -- but at the same time i kind of enjoyed that aspect of it and found it oddly relaxing! the constant cycle of the character constantly realizing and immediately forgetting kind of mirrored that experience and complemented it in a way, heh -- as the game continued, i wasn't sure if more exploration was expected of me and didn't realize i had completed it until i read your synopsis of the story events --
overall, i very much enjoyed it!
some recommendations:
* in the post-jam version, the footsteps using positional audio made them always play in one ear when you move left and right which was a bit strange, i would recommend using an audio source with no stereo panning for most sounds like that emitted by the player
* the camera being fixed to the player made it move a bit sharply, i would recommend using something like `std::lerp()` to have the camera smoothly interpolate to the player's position each frame! just the little details to make things that extra bit nicer~
I think Enter the Gungeon probably allows the camera to move with screen pixels while say Nuclear Throne snaps it to art pixels, I think the snap gives a more raw visceral feel but in the case of this game that's not really what I was after. Might be something I'll revisit in future if I do another slower paced pixel art game.
Thanks for your feedback! (And yes sorry the sound is a bit crap)