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A jam submission

Burn Then Pillage!View game page

Get loot before it goes up in flames! Made in Love2D.
Submitted by SOMEWARE — 14 days, 4 hours before the deadline
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Burn Then Pillage!'s itch.io page

Results

CriteriaRankScore*Raw Score
Authenticity (Use of resolution restriction)#2173.9444.625
Graphics#2312.8783.375
Overall#2722.7183.188
Gameplay#2912.2392.625
Audio#3121.8122.125

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Did you work in a team?
One member. Just me. Did it all in about three days.

Was the resolution a challenge?
Resolution wasn't a problem as Love2D allows for easy scaling. The biggest hurdle was multiple animated sprites without OOP.

What did you learn?
I've been using Grid based design to place characters/etc onto an array then draw it to the screen. This doesn't allow for OOP as each "object" is merely a number in a table. It showed me the limitations of using such a system while also allowing me to figure out a way around those. Bigger games should NOT use this style of grid design, but for smaller games or ones with no animations it works rather well.

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Comments

Submitted

Interesting idea. A bit confusing at first if you didn't read description.

Good job managing to do that in three days.

As for OOP - if you need it in lua you have to make your own classes :)
Alternatively, there are libs for love2d - for animations and classes.

Developer

Yeah I enjoy LUA and even its limitations. I try to avoid libraries to learn to do things myself, but if a project ever gets big enough I'm sure I'll use them. Thanks!

Submitted

Pretty fun, and the fire spreading gives it a feeling of challenge.

There is an alternative to object-oriented programming that a lot of games are designed with these days. It's called "data-oriented programming/design" and it tends to suit certain kinds of systems, especially ones like graphics that need to draw multiple things. I suggest you check it out!

Developer

Thanks!

Submitted (1 edit)

This game should have more ratings than it currently does. I enjoyed figuring out how to play and running through a number of levels. It has a lot of charm and an enjoyable game mechanic. I hope you get to develop it further. 

My main niggles: It would be nicer if the level generator always placed the chest in a position where it is possible to move it to the path (so you don't just sit at the entrance and hammer the left arrow until you find a solvable level) and if the fire gave you some small visual indication that is about to spread (so you don't just die all the time). Of course, I understand, time is short and we don't get to implement everything we want.

Developer(+1)

Thanks. I dunno if I'm going to go back to this one, but I did enjoy the simple premise and with some polishing it could make a nice little time waster for some. Glad you enjoyed it.

Submitted

nil dereference exception on line 195

Developer

Odd. That's part of the code that makes the player move. Since it's looping code to check "up" or what's above the player there's a chance it's positional (IE trying to move into an empty space or outside the grid). Otherwise there's not much I can do to change that line. :(

Submitted

if it helps, I think it happened when I was about to push a block off of the top of the screen

Developer(+1)

That makes sense since the checker only checks +1 from the player's position. I may have to look into that. Thanks!

Submitted (1 edit)

I noticed that if you resize the window, the coin gets offset funky on the start screen -- it would also be nice to be able to view it at different multiples of size rather than just 1:1.

Good job!