Compare A Good Snowman Is Hard To Build prices across 50+ stores and find the best deal. Developed by Alan Hazelden. Published by Draknek & Friends. Released on 2/25/2015. Available on PC, Mac, Linux. Genres: 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
Indie

A Good Snowman Is Hard To Build

Feb 25, 2015Alan HazeldenDraknek & Friends
GamerScout Says

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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About A Good Snowman Is Hard To Build

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

Tags

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

Steam Deck & Linux

Steam Deck VerifiedProtonDB Platinum

Valve rates this game Steam Deck Verified. Runs flawlessly on Linux out of the box. Based on 5 ProtonDB community reports.

System Requirements

Minimum

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

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Game Info

Developer
Alan Hazelden
Publisher
Draknek & Friends
Release Date
Feb 25, 2015

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A Good Snowman Is Hard To Build is available on PC, Mac, Linux.

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A Good Snowman Is Hard To Build was released on 25 February 2015.

Who developed A Good Snowman Is Hard To Build?

A Good Snowman Is Hard To Build was developed by Alan Hazelden and published by Draknek & Friends.