Play game
Through The Fire's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme/Limitation | #29 | 3.667 | 3.667 |
Technical Implementation | #39 | 3.433 | 3.433 |
Fun/Design | #47 | 3.467 | 3.467 |
Overall | #48 | 3.360 | 3.360 |
Music/Sound | #64 | 3.100 | 3.100 |
Graphics/Animation | #82 | 3.133 | 3.133 |
Ranked from 30 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game implement the focus, Multi-Use?
At the beginning of every level, you have a certain number of points that can be used to upgrade multiple things, such as jump height, time, and the number of crates you can break.
Team Size
Completeness
What tools did your team use to construct the game?
Unity, Aseprite, and FL Studio
Which art and audio did you / your team NOT create?
The font (https://www.dafont.com/gunplay.font)
the "thump" sound effect (https://freesound.org/people/bareform/sounds/218717/)
the crate breaking sound effect (https://freesound.org/people/kevinkace/sounds/66777/)
the "error" sound effect (https://freesound.org/people/lluiset7/sounds/141334/)
the fire sound that plays on death (https://freesound.org/people/florianreichelt/sounds/563765/)
Which art & audio did you / your team create BEFORE the jam started?
The sound effect that plays when you click a button
Leave a comment
Log in with itch.io to leave a comment.
Comments
I like your game and it has a very good implementation of the teme/limitation. I just felt that in one of the levels you don't quite touch the fire and still burn, and the jump height is defined my block which is not that clear how high a block is.
Neat concept for a game, slotting stats for the perfect run through the stage. I would have liked to see some freedom in creating a different build to go through the level in a different way as it seems you can only complete stages with one specific setup. The one game this reminds me of is Neon White in which you collect single use abilities to speed through a stage as quickly as possible. The genre doesn't quite match with yours as its much more action oriented but it's fun to think what could be adapted onto your project to make it flow smoother.
Some small nitpicks:
Thanks for the feedback! What middle path are you talking about though? I don't think it was the intended path, right? Also, for the clicking to destroy crates I mentioned that in the tutorial.
I really like the limitation you placed on the player itself.
I even had to use my touchscreen because my mousepad was too slow for the last level. (The exit button doesn’t work on the web tho)
Overall, a pretty great complete game for this jam!
What do you mean by your mousepad was too slow? Sorry if I’m just misunderstanding something but every level can be beat with time to spare with a mouse. I made sure of that so it wasn’t too tight.
Mousepad sensitivity, it’s not your fault though.
I would usually set my mousepad to be slower than average for pixel-perfect accuracy.
I played your game when I decided to take some rest from a project that requires just that.
Ah I see I was confused at first lol.
It's an okay puzzle game. And the fake out paths were well made.
Restarting is tedious. If you make one mistake, you have to re-select the same abilities, then wait the explosion before being able to try again.
Some of the time limits are very tight.
Yeah I agree that I should’ve made the animation shorter. I hope you enjoyed it anyway though.
The concept of your game is nice. Spending to increase different stats that help you solve puzzle rooms is a nice idea, but I'm not sure if the points really make a difference or even give me a choice.
The first time you have to smash a crate I didn't know I HAVE to spend a point in strength, but ok, I invested it and could break it. Later I reached this room:
I really struggled. First I spend 1 point for strength, because I need to break the crate. The I though 10 seconds are really not a lot so I spend 2 point in time and hit Start. I couldn't even jump up the first edge. Then I found the correct distribution of stats, 1 in each category and even then I hat a split second left before I finished the level. Even the tiniest mistake would have led to a failed level.
I think the idea is really great. You give the player tools to get across the room and if the level design would utilize this and offer the player multiple ways (like do I take the easy path and increase my time or do I take the risky path that needs some high jumps so I spend points in jump height instead of time) it could be really great. Of course doing awesome level design in this short amount of time is super difficult.
The visual and the music are nice. The minimalistic art style works pretty well and makes the level super easy to read.
Good job!
Thanks so much for the feedback! Actually on that level there’s more forgiveness than you might think. For every level, I made sure I could complete it with a little delay between every jump, so as long as you’re not totally missing jumps you have plenty of time. I also wanted the game to not just be puzzles, but have a skill aspect to that, although it is quite tough to balance.
I tried the level again and when I finish it there is a 0 on the clock :D But I finally managed to escape the building. In think level 4 worked the best for me, the one with the 3 fires. There it felt like I really decide how I want to approach it. Do it take more time but jump less high and risk of getting burned or do I jump higher and be safe but need to hurry. I liked that.
Yeah, there's supposed to be 0 on the clock, but keep in mind you have a whole second with 0 on the clock to complete it, so although it feels really close (which I like how close it feels; makes it more intense) you still have like a half second to spare.
Addicting game! I liked the trading of points but sometimes the controls didn’t response to my keys (maybe my keyboard?).
But it seems too bland, what I mean is that the points systems could keep me going for minutes but maybe add enemies, perma points? And at first, the upgrades didn’t look clickable to me I thought it was just stats on the side so you can work on that tio :).
Well I mean it is a jam game so adding more things to spice the game up wasn’t really in my scope, but if I ever upgrade this game that’s definitely something I’d consider. Thanks!
Fun game! I like the upgrading trade off, at first I was just spamming the upgrades but then I realized I actually had to think which is the needed upgrade for the following level.
I do advise to have a way to reach the controls of the game after the start, or at the game page. By the time I got to the 2nd level I forgot how to break crates, and I had to refresh the page to restart the game for the controls.
But besides that, it was a good time. Good job! :)
Thanks for the feedback! Maybe I’ll try using help menus in my future games, could be a good idea.