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The Last Firebringer's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment - How much you enjoyed playing this game. | #1 | 3.571 | 3.571 |
Presentation - How well executed this game is. | #1 | 4.429 | 4.429 |
Overall | #1 | 3.679 | 3.679 |
Concept - How interesting or unique this game is. | #2 | 3.571 | 3.571 |
Theme - How well did this game stick to the theme of the jam? | #2 | 3.143 | 3.143 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What assets did you use in this project?
Hurricane+Hexabody, my go to rig. Some Creative Commons models and music all listed in credits in ZIP and in game.
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Comments
The vibe of them game was great the sound, and environment was pretty good. With time constraints consider it was a complete experience. The short fall was just game play I didn't feel very enthusiastic playing just lighting fires seem a little on the dull side and the crystals that came flying felt like they had little impact. Creating a clear understanding for the player on how to interact with the crystals would help. Having a corrupting effect happen on the player the more they were hit by them would be cool.
Wonderful feedback. Agreed on all suggestions. Appreciate it.
Great Jam entry - really atmospheric and the audio is fantastic (although, I did miss the humour side of your other stuff, but I know it wouldn't have worked in this).
Very well presented, the lighting, textures and effects were spot on.
I did feel the crystals were a little too easy to destroy, the visuals looked like they were hard and solid, I would've expected to have to take several swings at them to destroy them - but it just took a gentle touch.
Couple of minor bugs I encountered, firstly when you throw the light stick, it can spin uncontrollably and looks quite wrong. Also, when I lit the last torch, the pathway visually opened up, but I couldn't walk to it - looked like the collision was still blocking it. I managed to still complete the game though by throwing the torch at the last objective.
Those are just minor things though, like I say, the visuals are stunning, the atmosphere is spot on and the audio is just fantastic - great job dude!
Don't worry, more sassy characters that are annoyed by breaches of personal space will surely be present in future jam entries. lol
Thanks for your valuable feedback. I'll have to try and reproduce that bug with the collision. I knew about the torch center-of-mass issue; it got thrown to the back of the priority list (as if I pay attention to that thing).
Definitely should've had those larger crystals be more resilient to attacks. I did envision breaking chunks off of it in stages, and even grabbing the protruding bits and yanking them off.
Thanks also for calling out the audio -- that was definitely the focal point for this one, really wanted to nail it to get the vibes right.
Beard or Die never disappoints with game feel. Cool atmosphere, juicy lighting up. This is the first serious(not comedy) game from this dev I played and I enjoyed it. The experience is simple but atmospheric, sounds were awesome. Just one thing - I would replace the green small crystal mechanic with something else, as in my opinion, it does not follow the overall dynamic of the game.
I appreciate you. Yeah, doing a non-comedy entry was a bit of a risk, and pretty difficult to stick to, tbh.
Re: flying shards: Fair point, that was the last to go in as it felt like it was lacking gameplay elements. It is fun to punch those things as they're flying towards you, though. :) not as fun to whack them with the torch.
Thanks!