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Inflamed Breath's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Concept | #1 | 4.563 | 4.563 |
Use of the Limitation | #3 | 4.125 | 4.125 |
Overall | #4 | 4.031 | 4.031 |
Presentation | #18 | 3.875 | 3.875 |
Enjoyment | #23 | 3.563 | 3.563 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
Quasari
Software used
Godot, Asesprite, FamiStudio, JSFXR
Use of the limitation
Each level has a set amount of oxygen. As the player burns stuff, the oxygen will deplete faster, so speed is key to exiting the level alive.
Cookies eaten
0, but I did eat a bag of raisins.
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Comments
Too hard but it makes it also good. However eventually I stopped playing because I couldn't use space to jump while using arrow keys simultaneously. (Plus Ctrl and R are too far and my fingers hurt, but that's ok.) Great visually, ambitious thing and fun ideas.
really neat concept, i love the graphics too! it's quite hard, and i love hard games, but the thing holding the game back is the finicky controls. most times i dont go where i want to when i fly. with a bit more tweaking this game would be perfect!
Really lovely graphics which fit well together and a nice idea for reducing the oxygen when you light a fire just to ensure the player doesn’t just spam it. The controls are a little finicky when you have to time your pinkie to press CTRL to light things in mid air doesn’t feel amazing on the hand, maybe something on the other side of the keyboard for the other hand seeings as it’s free? Like ENTER or RCTRL maybe?
Really cool mechanics and a unique idea, great job.
Some of the levels are a bit frustrating, screen 5 especially
Adding shift to ignite would make the WASD controls a lot better
While the character is flying in an arc after an explosion you can't control them at all, which is a bit jarring seeing as you can instantly switch directions when in midair from your own jump. Some reduced midair direction control might make this feel better
Shift would of been good, too.
You can slow the horizontal momentum from a boost with the opposite direction, but I never got it feeling quite right. It's easier to tell on a tall arc vs a more horizontal one, so maybe I just needed to increase the deceleration based on the current velocity.
Cool platformer, nicely styled.
Really interesting concept! And very smooth UI, good job :)
Super cool concept. Agree with some of the other comments that it was pretty hard, probably due to the controls being a little awkward. The art and SFX were awesome, and it's a super cool idea that I think with a little tweaking could be awesome! You did a great job as-is though, nice work :)
It takes time time to get used to inputs (Got a bit tired pressing Cntrl) but feels good to complete levels, great realization overall and thanks for those little mushrooms on levels!
nice art and cool concept
Jesus this was hard. The controls felt a tad bit hard, and it also took me a lot to figure out, but when I did, I did have fun
Very cool game, super creative. I'm not a total fan of the controls - using wasd + ctrl + space got me a tad bit confused, but that's because I don't have easy access to arrows keys on my mini keyboard so hey, I'm also to blame hehe. I got to the end, though, and the challenges were pretty interesting. Good job!
The concept is a really nice idea for the limitation and theme. I liked the tiles you used, I think they blended together well. The game is pretty hard, but I think a big part of that is the small range of the ignite button. If it were a little bigger it would have been perfect in my opinion, but the platforming itself feels good. Good job!
Quite a hard game, but I enjoyed it nevertheless. Great job!
It's a really interesting concept to replace a timer with the oxygen meter and it's a nice game overall
The only thing I'll say is that many times it feels like the player should be able to jump of the edge of the platform but the player just ends up falling off the edge so the platforming feels a bit unresponsive.
Otherwise a great game
Yeah, I wanted to implement a grace period to jumping when falling but ran out of time. Part of the problem is the players hitbox is circular, so it "falls" a little earlier than you think, so like a 3 frame grace period would be perfect.
Thanks for checking it out and the feedback!