Frost Byte by Pious
The Game

Frost Byte is a (mostly) hand drawn 2d Platformer within an icy magitek setting. Join our snow leopard protagonist in venturing deeper inside an enemy filled cave looking for hidden runes. Upgrade your T.O.M.E. (Tech Operating Magic Enhancer) with runic programs that magically enhance your stats.
Controls:
- Walk Left/Right - WASD or Arrow Keys
- Jump - Space
- Dash - C
- Attack - Left Mouse Click
- Pause - Esc
- Storage/Inventory - I
- Runes - R
The Team
- Lead Game Design: Andres Solorzano @Pious
- Lead Programmer: Giancarlo Perez @RezTheCoward
- Lead Artist: Sofia Hayden @Sofimei
A word from us!
This is our first finished game jam! Please give us as much constructive criticism as necessary. This was a lot of fun but also a big challenge to have a restrictive time frame, so we for sure have missed a lot and didn't flesh out or polish much of it, but we're all looking to improve!
Thank you so much!
Edit:
We found out that if some things broke or didn't function as intended, we were allowed to fix them after the deadline as stated in the rules without adding in any features or new content: https://ldjam.com/events/ludum-dare/rules
Without adding in features we fixed: - Camera following, it was horrendously dysfunctional and didn't work as intended at all. - Boss dying too fast, he basically wasn't a boss. - Broken inventory and equipping where you literally could not use the main mechanic of the whole game. - GUI sizes and positions all over the place when working with a different screen size. - Itch resolutions unbearably too large at first where it was unplayable
| Link | https://rezthecoward.itch.io/frost-byte |
| Original URL | https://ldjam.com/events/ludum-dare/48/frost-byte |
Ratings
| Overall | 1541th | 3.109⭐ | 34🧑⚖️ |
| Fun | 1478th | 2.938⭐ | 34🧑⚖️ |
| Innovation | 1443th | 2.813⭐ | 34🧑⚖️ |
| Theme | 1881th | 2.25⭐ | 34🧑⚖️ |
| Graphics | 792th | 3.781⭐ | 34🧑⚖️ |
| Given | 25🗳️ | 44🗨️ |
- Had a hard time attacking in mid-air (not sure if it's my lack of control, but I couldn't get this combination to work at all).
- Have the character be at the center of the screen during side scrolling (instead of to the right), to avoid surprise damage.
- Possibly reduce/scale screen size (not sure if my screen isn't large enough, but the lower part of the game was cut off for me).
All in all, I like the controls, it reminds me of Hollow Knight. With some minor adjustments I believe this game could be a very pleasant experience.
As for the rest:
- I like the idea of collecting power ups by defeating foes
- The controls were functional, but not fluid (good for a jam though!)
- The player was very large and the camera wouldn't always show enough of the upcoming terrain to be useful.
- The combat needs some spicing up. The only combat strategy right now seems to be: attack as fast as possible. Changing the enemy motion and attack patterns could make this more interesting.
A lot of the issues became apparent after the build haha (especially in an HTML5 page). The inventory system I think we got caught up in a tangle with in terms of programming so it broke and we didn’t have time to fix it.
Definitely very much appreciated feedback and tips! We could definitely use a whole lot of it!
And yeah the unfortunate sacrifice of environment art was made, many apologies for that!
As for your other suggestions: They're really good, especially the power ups as drops from enemies. Haha it would've made much more sense especially as rewards.
Thank you so much for trying it out!
little space in the final battle
- Graphics are **really good**. For a 72h game jam, I won't ask for more frames in the animations or whatsoever, just the fact that you made your own graphics is **awesome**, and I really like the main character. However, the *visual feedback* isn't that great : enemies change color when hit, but for some enemies (like the giant spider at the beginning), the color didn't change after some hits, so I didn't even know if my hits were registered. I don't ask for a specific animation here (your artist already had enough work to do =p), just the enemy bouncing back (or up, since the character attacks upwards) when hit is enough ^^.
- **There is no sound**, and that's a huge problem. Okay, there is no music, but I can live with that. The most important point is the lack of **audio feedback**. Again, when I hit an enemy, it should make a sound. Take any sound from internet and use it, I don't really care what is it. Rickroll me, play a "Hey, Listen" sound, it's okay, but something xD. That, plus the weak visual feedback, makes the combat feel... Empty. There is a cool animation for the attack, but it don't feel when the attack connects :/.
- I feel like the rune system is really interesting ! However, without proper explanation on how does that work, it's really obscure. I just drag-and-dropped randomly and was happy to jump higher xD. **You can have the best features in the world, if the player doesn't know how to use it, it's useless**. I am aware that in-game tutorial is long to implement, but just some explanations in the game description would have been enough !
- It's a personal preference, but I really don't like to use C to dash. To press C, I either need to release the D button (which is bad because the whole game is about going to the right), or the spacebar (which is bad because it cancels my jump if I want a midair dash). If you can, it's always better to map the controls so the player uses **all its fingers** before mapping two actions on the same finger. In your game, my pinky is unused, so it would have been more convenient to use "shift" or "control" for the dash. Don't think "button mapping", but more "finger mapping" =).
- There is no **real ending** : you just kill the boss and... That's it, you're softlocked. Again, I'm not asking for a cutscene or whatsoever, just a text saying "Hey, you finished the game, GG !" is enough. Here, I just felt like something should have happened, but didn't. Even now, I'm not even sure I really finished the game x).
- There are some bugs and oddities here and there. Dashing while sliding down a wall is glitched, and bonking a ceiling doesn't have any effect (the character should drop instantly instead of staying in the air), to name a few.
- Why is this a development build ? Not a huge deal, it doesn't change the game itself, but it's weird ^^.
And... That's it ! Again, that's a huge wall of text focusing on your weak points, but **don't get discouraged** ! This is a **really good first finished game jam** ! With more experience, you'll be able to implement more things in 72h, i'm just pointing out what should be (in my opinion) your next priorities =).
Keep up the good work, and see you at Ludum Dare 49 to see how you improved !
I have a few concern though, there is one enemy stretched in vertical scale, this kinda ruined it for me, and the fact that the ground is just black rectangle is a negative point for me.
Overall I had a good experience and gave my best to kill that boss !
Good job for that game jam :)
The rune system was interesting once I understood the concept. Making equations to boost different attributes is definitely something I haven't seen before. The system would definitely need some kind of tutorial in a full game. Being able to so drastically vary movement attributes like jump height and dash distance would definitely make level design a lot trickier, but it could open up a lot of opportunities for exploration and returning to a previous area with new abilities.
I encountered a big enemy before the first checkpoint that no mater how much I hit, didn't seem to die. I ended up just dashing over it as it didn't seem to pose much of a threat.
I think a little tutorial of the movements along the level would improve the experience (at least the climbing mechanic :S). Nice job!
design with the "rune" mechanic, could be really fun to have a metroid-like game with this mechanic !
I noticed one thnig : when you die fighting the last boss, his life doesn't come back to full health. Add a music and sound effetcs and make the project a real game, you got something !
Good job to the team, it's impressive and for a 1st finished game Jam project it's just insane ! I had a great time good job !
I couldn't figure out how to defeat the extra-tall enemy near the start so I went back, did a difficult jump to get up the wall behind it, and then jumped over. I'm not sure if I was supposed to defeat it normally. When I got to the boss, I was initially worried that it would have the same issue, but then I realized that I had to hit it multiple times to get it down one notch in health. If my guess about why I was confused about this is correct, I think it might help if every hit changed the color of the enemy, changing it in smaller steps if the enemy has a lot of health.
The movement was very fluid, and I liked the walljumping mechanic. It's also worth mentioning that your game didn't have the tile seam bug that most other 2D unity games seem to be having - whether that was because you fixed it, or because of good luck, that counts in your favor.

Anyway - that was a good idea, really not bad animations and visuals... but. there is no decorations and some tiles when you look at the lvls. I think that you didnt had lvl-designer as well, so we have same problems at our project. Check it out, if you want.
Phisics of jump feels tough... thats a not so bad, but character feels not so dexterous as it looks like...