Yeti Protector
During your long missions as a dragon slayer in the cold snow you and the Yeti became close friends. But nobody from your village would understand this friendship so it had to be kept a secret. As one day the Yeti got lost near your village, the villagers started hunting him down...
Protect the Yeti! Protect your best friend!
Protect the Yeti! Protect your best friend!




Comments41
Nice touch with Turn Based Gameplay !
Greato Jobu!
Graphics are cute and the gameplay has a great difficulty curve
To echo other people, idle animations would be nice and background music would be appreciated
Great submission!
I agree with @izokia about the static sprites/characters ;)
Thanks for the positive feedback!
We will do a post-Jam version with some features you mentioned included, such as Animations, showing movement, faster rounds, background music and sound effects. But there will be no range indicators, because a little thinking is required in a puzzle game ;). Cheers
- For one the aspect ratio cut off some of the UI and game window even when in fullscreen.
- I also struggled to understand how to actually move/engage with the enemies. I clicked the knight and saw yellow squares which I assumed were spaces where I could move, but when I clicked two away, a red square only one appeared and then I couldn't do anything else.. I kept doing this and then suddenly I won but I honestly had no idea how..
- I think some form of tutorial or a clearer way of telling players what's happening would really help!
- Lastly, having some form of background behind the intro text would be really beneficial to help make the text more readable - having red/blue on green background is really difficult to see because of the lack of contrast!
Sorry for the long post... Overall, I really appreciate the art and the theme and I'm always a fan of turn based movement. I just think there's definitely a bit of room for improvement. Good job anyway!
Otherwise thanks for the feedback! Writing the info text on the snow tiles with black font is a great idea to improve our game! Cheers, Ricca
I also thought it was pretty funny to see the knight, just having slain the last villager, blood dripping from his sword, red, burning madness in his eyes, immediately followed up by a cheerful "you win :)" message ^^
If this game had animated sprites, that actually moved to their target position between turns, this game would've been pretty much perfect. Great Job!
Seeing blood on the knight's sword after slaying a villager was sort of a little bit unexpected, given the colour palette and graphics of this game. This is not a bad idea by ANY means, and I was wondering if it was intended. If it was, congrats, you surprised me!
- It would be more convenient to click the protector itself, not the button, to move it (since you're gonna have to click near the protector anyway, to move him); also, when there is no protector in a particular level, the button is useless anyway
- Remove the fade-out transition between turns, it makes it harder to see where the villagers moved
- Once there is nothing else left to do (no protector, no more torches, trees or steaks), auto-forward the rest of the level, so you don't have to spam-click through the remaining nights
- Make the tiles have some sort of border or indication, so it's easy to see how many tiles there are between elements
- Have a visual hint about the radius of the steaks and torches (it was quite hard to figure out whether the area of the effect was a square or a "pixelated circle", and how big it is)
Starting from level 6, I thought it became more interesting, because it felt like it was more about calculating moves, instead of just maximizing the space between the yeti and the villagers and clicking through the nights. Maybe you could make the playing field in the first couple of levels a bit smaller, so this feeling would be there too, without it becoming more difficult?
Also, it definitely needs some sound effects when the villigers are slaughtered :P
Overall, great entry, had a lot of fun playing! :)