Compara los precios de A Good Snowman Is Hard To Build en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Alan Hazelden. Publicado por Draknek & Friends. Lanzado el 25/2/2015. Disponible en PC, Mac, Linux. Géneros: Indie.

Thirty puzzles, a lonely monster, and a soundtrack that shifts like winter light - this one earns the two hours it asks for and then quietly breaks your heart a little.

I keep a short list of games that know exactly what they are and refuse to apologise for it. A Good Snowman Is Hard To Build sits near the top. You play as a small, round creature - unmistakably a monster, unmistakably lonely - who wanders a walled hedge-maze park and builds snowmen one careful room at a time. The goal in each grid-based space is straightforward: push three snowballs until they are large, medium, and small, then stack them base-first. The hitch, and it is a genuine hitch, is that rolling a snowball over snow grows it one size larger. Overshoot and you have a puzzle full of oversized balls and no valid stack. Every room is its own small closed system, and the forgiving undo-and-reset controls let you treat each attempt as hypothesis rather than disaster. The difficulty curve is honest. Early rooms introduce the push-to-grow rule and the crucial detail that snowballs can only be pushed, never pulled. Later rooms tighten the geometry until the solution feels almost invisible right up until it does not. A few rooms require you to work adjacent spaces in tandem, slipping through unlocked gates to reach snowballs from new angles - a mechanic the game never announces, which delights explorers and quietly frustrates anyone who wants signposting. Some puzzles involve stacking two or even three snowmen in a single enclosed area, and those are where the spatial reasoning clicks into a higher gear. The undo button is generous, but the room-reset button will see plenty of use too. What I keep coming back to is how the craft extends well past the puzzle design. Ryan Roth's soundtrack shifts subtly as you move and interact - rest on a bench and the music breathes out, roll a snowball and something brightens at the edges. The soft colour palette, mostly muted greens and cool whites, holds the whole park in a kind of hazy late-afternoon stillness. Each completed snowman earns a name and a personal accessory - a top hat, a scarf, a pair of sunglasses - and your monster hugs every single one before shuffling off to the next puzzle. The game understands that its premise is about making friends because you do not know how else to make them. It never states this. It just lets you feel it. The fair criticisms land too. The main campaign is roughly 30 puzzles, completable in two to three hours depending on how often you bang against the harder spatial problems. There is a secret post-game - a dream world where snowballs shrink instead of grow, bathed in purple tones, built from the bodies of snowmen you already made - but it is hidden behind a sequence the game gives you almost no guidance to find. Some players finish the credits and never discover it exists. That obscurity is the one genuine design misstep: a mechanic this inventive should not require a community guide to locate. Replay value after full completion is essentially zero, and there is no score system or star rating to chase, which suits the tone but limits the shelf-life for players who want a reason to return. If you have two quiet hours and a patience for spatial logic puzzles with the aesthetic gentleness of a picture book, this holds up over a decade after release. It is the kind of handmade small game that the medium needs more of, and it knows when to end. Kai, Scout Team

A Good Snowman Is Hard To Build

A Good Snowman Is Hard To Build

25 feb 2015Alan HazeldenDraknek & Friends
GamerScout opina

Thirty puzzles, a lonely monster, and a soundtrack that shifts like winter light - this one earns the two hours it asks for and then quietly breaks your heart a little.

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I keep a short list of games that know exactly what they are and refuse to apologise for it. A Good Snowman Is Hard To Build sits near the top. You play as a small, round creature - unmistakably a monster, unmistakably lonely - who wanders a walled hedge-maze park and builds snowmen one careful room at a time. The goal in each grid-based space is straightforward: push three snowballs until they are large, medium, and small, then stack them base-first. The hitch, and it is a genuine hitch, is that rolling a snowball over snow grows it one size larger. Overshoot and you have a puzzle full of oversized balls and no valid stack. Every room is its own small closed system, and the forgiving undo-and-reset controls let you treat each attempt as hypothesis rather than disaster. The difficulty curve is honest. Early rooms introduce the push-to-grow rule and the crucial detail that snowballs can only be pushed, never pulled. Later rooms tighten the geometry until the solution feels almost invisible right up until it does not. A few rooms require you to work adjacent spaces in tandem, slipping through unlocked gates to reach snowballs from new angles - a mechanic the game never announces, which delights explorers and quietly frustrates anyone who wants signposting. Some puzzles involve stacking two or even three snowmen in a single enclosed area, and those are where the spatial reasoning clicks into a higher gear. The undo button is generous, but the room-reset button will see plenty of use too. What I keep coming back to is how the craft extends well past the puzzle design. Ryan Roth's soundtrack shifts subtly as you move and interact - rest on a bench and the music breathes out, roll a snowball and something brightens at the edges. The soft colour palette, mostly muted greens and cool whites, holds the whole park in a kind of hazy late-afternoon stillness. Each completed snowman earns a name and a personal accessory - a top hat, a scarf, a pair of sunglasses - and your monster hugs every single one before shuffling off to the next puzzle. The game understands that its premise is about making friends because you do not know how else to make them. It never states this. It just lets you feel it. The fair criticisms land too. The main campaign is roughly 30 puzzles, completable in two to three hours depending on how often you bang against the harder spatial problems. There is a secret post-game - a dream world where snowballs shrink instead of grow, bathed in purple tones, built from the bodies of snowmen you already made - but it is hidden behind a sequence the game gives you almost no guidance to find. Some players finish the credits and never discover it exists. That obscurity is the one genuine design misstep: a mechanic this inventive should not require a community guide to locate. Replay value after full completion is essentially zero, and there is no score system or star rating to chase, which suits the tone but limits the shelf-life for players who want a reason to return. If you have two quiet hours and a patience for spatial logic puzzles with the aesthetic gentleness of a picture book, this holds up over a decade after release. It is the kind of handmade small game that the medium needs more of, and it knows when to end.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementscontroller-supportcloud-savestier:sub-5Sokoban-styleGrid PuzzlerCosySecret Post-GameAtmospheric SoundtrackShort-FormEnvironmental StorytellingUndo-FriendlyHedge MazeSolo Completionist

Requisitos del sistema

Mínimos

OS
Windows 7+
Memory
1 GB RAM
Storage
200 MB available space

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Información del juego

Desarrolladora
Alan Hazelden
Distribuidora
Draknek & Friends
Fecha de lanzamiento
25 feb 2015

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A Good Snowman Is Hard To Build está disponible en PC, Mac, Linux.

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A Good Snowman Is Hard To Build se lanzó el 25 de febrero de 2015.

¿Quién desarrolló A Good Snowman Is Hard To Build?

A Good Snowman Is Hard To Build fue desarrollado por Alan Hazelden y publicado por Draknek & Friends.