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A jam submission

Fire PowerView game page

Fire Power, my first ever precision platformer.
Submitted by FalleyMalone — 8 hours, 12 minutes before the deadline
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Fire Power's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#922.8543.105
Gameplay#1042.9023.158
Innovation#1152.7573.000
Graphics#1352.8543.105
Overall#1502.5542.779
Audio#2081.4031.526

Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Challenges

Open Source

GitHub repository url
https://github.com/FalleyMalone/Gamedev.js-Jam-2024/tree/main

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Comments

Submitted(+1)

GREAT GAME!!

Submitted(+1)

A challenging yet fun climbing game! I liked the spite art style and animations, nice work!

Submitted(+1)

For a first attempt at pixel art, you did a pretty good job. The character matched the rest of the background's resolution and what you have is a pretty effective and complete look, you could add details in the blue areas to indicate what materials it's made up of or just leave it as is and be just fine with how the playable region looks. The navigation mechanic is fun, and I like the way the little robot braces for impact every time he's falling down... Kinda reminds me of BMO from Adventure Time

Developer(+1)

Thanks for the feedback! Making the artwork was definitely the hardest part of this process and it's sick to hear it turned out ok. The tileset is where I struggled most, so I really appreciate the tip! I tried to give it some kind of texture at first but the color palette I was using made everything I did just make it look worse. Would you recommend making your own color palette or should I have just picked one with a bigger selection of colors? Or is this just a skill issue lol?

Submitted(+1)

A tip for color pallets is to generally start out with either a warm or cool palette (Or both, you can use warm and cool colors to reflect light and shade.)  Not really a rule but it'll just make things faster when you want to get some basic shading done.  You could also start out in gray scale, if the key thing you want to get across is a lot of contrast but always shift hues (use complementary colors like yellow and purple)... You want the art to look vibrant so also avoid desaturated colors.

But those are just some rules, always use some form of reference for environments to get an idea of which colors you are going to use and always experiment to find what works for you. 

There's tons more that goes into this stuff if you want to look up color theory, but for pixel art I'll also recommend you check out Pixel Architect and Pixel Overload on YouTube for more comprehensive tutorials. 

Submitted(+2)

such a cool game, reminded me of getting over it but with guns, challenging, frustration, but at the same time fun, could use some audio but overall its nice 

Submitted(+2)

It's a challenging game. It reminded me of the good old times playing Quake with rocket jumps.

Submitted(+2)

Pretty fun and challenging!

Submitted(+1)

Pretty fun and challenging!

Submitted(+1)

Cool idea and challenging game! I like the character and gun artwork too :) Controls take a while to get used to but rewarding once you get the hang of it. Adding audio + sound would be great but I understand that you ran out of time! Really well done especially considering this is your first game jam/game dev. Good look in your future games! 

Submitted(+1)

WAS hard to control because I was on trackpad, but once I got a mouse, it was actually pretty damn fun! 

Submitted(+1)

Not bad for your first game! Graphics looked good, just a tad small. It was definitely a frustrating game though, as I hard a very hard time making it even to the first few platforms. The jump and guns are very underpowered, so you have to spam all three to make it, and with no in air control it’s very hard to do. Powering up the guns is a bit too slow as well, and it’s much faster to just alternate firing, though how far you get propelled seemed to be random.

Overall though nice job! Good luck on future game dev!

Developer(+1)

The gun force depends on your current velocity, so you get the most boost when firing just after jumping/moving in the direction you were firing. So when just shooting while standing still wont boost you nearly as much. This was done so you could fire in the opposite direction to cancel out any momentum you had. So kind of like breaks to help stop yourself from slipping off an edge.  But in practice it can just end up making things feel inconsistent and even more frustrating then it already is. If I had the chance to redo some stuff I think I would've had one gun instead of two, make it a bit more powerful, and cut the "breaks" mechanic entirely.

Submitted(+1)

Ahhh that makes sense! Might be a me issue then… my reaction time isn’t fast enough to use it for breaking like that :)

Submitted(+1)

Really fun game, i kinda like games similar to Over it or jumpking. Really interesting concept and idea !

Submitted(+1)

It's a hard game but also very rewarding, it's well executed and love the map design with its punishments. Bu there is no audio at all? Was it a bug on my part?

Developer

I unfortunately ran out of time before I could put any audio into the game. So no bug on your part, games just not really finished lol

Submitted(+1)

Wow, this game is hard! It is quite rewarding once you get the hang of it, though.

Submitted(+1)

Cool