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Fire Totem Games

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A member registered Nov 24, 2018 Β· View creator page β†’

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The tank controls had a small problem lately, but I will have a look and try to fix it πŸ˜‰

Because why not 🀣

That's already a nice time. My record is 15.816 so far 😎

Just for fun, because why not :D

You have to build a web between the 2 stones. Then just go to them and escort them back to the Spindle.
Btw. we are working on a new demo that will drop in the next days. So you might want to wait a little to play the better version πŸ˜‰

Thank you very much for your feedback. We are already working on a system to have a faster movement speed by default and remove the sprint button completely by reducing the speed automatically, like on the web where you need finer movement. The environment will also get an overhaul to be better climbable πŸ˜‰Stay tuned for the next demo.

Thank you very much. We are glad you like it. We planned to add online multiplayer but it's harder than we thought. I hope you have somebody around to play it properly πŸ˜‰

Oh no. There are no comments here. Let's change that 😎

I already gave you some feedback on Discord but it here again:

First of all, I really like that you went into the direction of The Room game series. I really enjoyed them on my smartphone, but I think you overdid it a little bit with the difficulty of your puzzles. It is really easy to come up with puzzles, but you have to think about your players and check if they are able to come up with the solutions that you have intended for the puzzle. Therefore, I would suggest doing more playtesting during the game jam with different people. The klujam server is full of people and you should find some. I'm always ready to test some games πŸ˜‰

Regarding your level design, you have to work on the difficulty curve of your game in general. Your game goes from (very) hard on the first shell to impossible on the second πŸ˜… It would have been better to have more shells with less puzzles on them, starting of with only 1 super easy puzzle on the first shell to give the player a good feeling starting your game and opening the first shell. From there on increase the difficulty and amount of puzzles per shell.

The color scheme of your game is also very dull. I would suggest getting a better feel for good lighting and colors/materials for 3D games as well as looking into post-processing. This can really elevate the look of your game by a lot! I would also suggest to checkout some websites for 3D models if you don't have a dedicated 3D artist in your team. It's not about working harder, it's about working smarter πŸ˜‰ I'm sure you already know Kenney, but if not, here is the link to his totally free to use assets  https://kenney.nl/assets

Interesting game idea, but with some flaws.

First of all,  if you make a 3D first person game, you should have settings in your game to adjust the mouse sensitivity. Best would be to have separate sliders for both axis and invert options for both axis. I know it's a game jam and time is tough, but settings like this help player enjoy the game more. I would suggest you add them now and see how it's done best so that you have that code ready for the next jam πŸ˜‰

I assume that you have implemented the character controller yourself, right? I would suggest you check out this neat little asset from Unity itself. https://assetstore.unity.com/packages/essentials/starter-assets-first-person-cha...

You get a working first person controller with sprint and jump functionality. Works very well out of the box.

Regarding the game design/level design. I would suggest reducing the amount of raccoons and remove their ability to steal the presents that you are holding in your hands (super annoying). Also reduce their speed so that you can catch them easier.

Looking into the boxes should also be faster and there should be a way to discard the boxes in case the chainsaw is in it.

I really like the art style and snow particle effects. Looks great and it is consistent. πŸ‘

Nice little game. I'm so glad that I could help you make your player character fit better into your environment. Really love the trail effect now 😍

Regarding your environment. I really love the art style. Everything looks amazing. The only thing that I would change is adding a gray color for objects the player can move throw, because right now it is not 100% obvious which objects have colliders and which not (mostly the big circle trees). 

You made a small mistake for your player movement script. You forgot to normalize the player input because you are moving faster when going diagonal. A simple ".normalize" at the right position in your code should do the trick. Let me know if you need help with that πŸ˜‰

Also. I would suggest removing buttons that don't work to not confuse players (Credits button). I would also remove the Quit button from the WebGL build because it doesn't make any sense usually and it looks weird when the game suddenly freezes. You could solve this via code and disable the button for the WebGL build with:

#if UNITY_WEBGL
    quitButtonGameObject.setActive(false);
#endif

Congratulation on this really great game. It was one of my favorites 🀩

The premise of the game is very simple and well known in many similar games with the controls being very intuitive.  I really like how you used the theme because you have to remember what objects are in which box. Definitely a different approach to all the other games of the jam. 

The only thing that bothered me a little bit was the box filling machine. The blue button was a little too slow for me. If I click it three times in quick succession, I hear the click sound 3 times, but it advances the items only 2 times. I would also love to change the items while the current one is dropped into the box. 

The red "BOX" button is also confusing because I don't associate it with destroying the box. Maybe also add a bigger button to return to the other room. The "x" is a little small and the mouse pointer is not really indicating where the click is performed. Don't get me wrong, I love the mouse pointer, but it just doesn't fit for the small button.

I know that this gets against your game idea, but you could add different sizes for the boxes depending on the amount of objects in it, or the size of the objects.

PS: It's really interesting that you are selling dynamite. I have no idea what Samuel is up too, but it seems he is going to book a flight in "They Shall not Pass" game (https://itch.io/jam/5th-winter-game-jam/rate/1323102) 🀣🀣🀣


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This is my absolute favorite game of the jam. Really great idea for a game. Reminds me of "Just One" which we play all the time when Corona allows us to meet our friends and family.

Out of curiousity, does there exist a similar game like this on mobile devices because that might be a great idea that could go viral? I'm thinking about a similar system like Quiz Duel which was a ton of fun playing with all my friends or random people. Was playing it for hours on end πŸ˜…

Right now there is only one minor issue with your game. Some of the symbols are not displayed correctly and are either just consisting of very thin outlines with transparent fill or if that symbol can't be loaded a simple rectangle. Also some of the (I guess) job symbols are just displayed as male head with an additional job related object next too it like so πŸ‘¨πŸŽ¨

And you can drag multiple icons into the same field if you are fast enough, but only the last one counts πŸ˜…

You guys made a nice little 2D platformer . The music and sound effects are really nice, but having some sliders to adjust it would be nice. I usually like the music a little quieter to enjoy the sound effects of the game.

I really like the animations for gamebert. Love to see him in motion 😎 The overall look of the game is OK, but the art style is not 100% matching. A Parallax effect for the background would have been nice.

The biggest problem that I have with the game are the controls. I have already seen that you seem to have a different experience between the editor and web build and I don't know what might be causing it. My first guess would be that Time.deltaTime (or Time.fixedDeltaTime) is missing somewhere which causes the difference. Would be interesting to see how a Windows build behaves.

Anyway, I'm not happy with your usage of forces to move your character around because it makes the movement very floaty/slippery. I would recommend changing to a velocity based movement with acceleration and deceleration to make the movement snappier and more responsive. 

Small tip for your character collider: Add a Physics Material 2D with 0 friction (but only after changing to a velocity based system). This should resolve the issue with getting stuck on the walls when trying to jump πŸ˜‰

I really enjoyed your game. I didn't understand it at first because lazy me didn't check the controls, but after checking them I knew what to do and was rocking the game. The game wasn't too difficult and I generally didn't use the sprint key because I didn't need it and forgot about it most of the time.  The sprint is a little too fast too. The enemy AI is very simple, but sufficient enough. If you plan to upgrad the game I would suggest giving the player more space to walk around and giving the enemies different behaviors because right now you have the typical run in a circle motion to avoid enemies.

I really liked the idea with the fishing rod, but the holding position of the fishing rod is a little weird because it is at an angle to the throwing direction which is very confusing. Maybe let it point to where the player is aiming and have a little animation when charging the throw and performing the throw.

I really enjoyed your game. I didn't understand it at first because lazy me didn't check the controls, but after checking them I knew what to do and was rocking the game.
The game wasn't too difficult and I generally didn't use the sprint key because I didn't need it and forgot about it most of the time.  The sprint is a little too fast too. The enemy AI is very simple, but sufficient enough. If you plan to upgrad the game I would suggest giving the player more space to walk around and giving the enemies different behaviors because right now you have the typical run in a circle motion to avoid enemies.

I really liked the idea with the fishing rod, but the holding position of the fishing rod is a little weird because it is at an angle to the throwing direction which is very confusing. Maybe let it point to where the player is aiming and have a little animation when charging the throw and performing the throw.

No idea how I got the neutral ending opening all boxes and breaking into the room with the presents 🀣

Yeah, the countries are not the best category for this game because following the outline is really hard. I might simplify the outlines a little bit so that it's easier to follow them.

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You mean like this?

https://twitter.com/FireTotemGames/status/1427626631280082959?s=19

I Think you will also like my other tweets. All the features that you see there will be in the next version of the game.

Wow, thank you very much for the kind words. I'm really glad you liked the game and already had such fun with the current state that to be honest is only a sliver of what I have planned for the final game πŸ˜‰

If that was fun already, the next version will blow your mind 😎

I tried all of them now.

I already knew Webbed (first game) and I'm following it's progress on Twitter. Really cool game. I'm planning to have a similar mechanic for my spider string and web mechanics, but it's a little bit more complicated in 3D. However, my gameplay will be more cozy and wholesome. No lasers. Sorry πŸ˜…

The second game looked interested from the description, but the controls are a little weird and the game is very slow. Very similar to mine tho from the idea, but again no catching insects in my game.

The last one was also interesting and it was created during the same game jam when I created this game with some people that are really close friends now https://kruemelkatze.itch.io/bee-a-hero. However, the controls of the game are not great.

Yes, that's the next feature to be implemented 😎

Can you link me some spider games. I would like to see what else is out there. Collecting some inspiration.

Yeah, it's funny how I actually learned some geography from a game that I made. And I know that you are a fan of games that help people learn new stuff.

Btw, we are currently improving the game, because the 3h time limit for the game Jam forced us to cut some features. Updated version soon.

Yeah, it's crazy how many countries are out there, that you might have heard of before, but just can't figure out where it belongs too. Really funny to watch friends struggle sort the more obvious countries wrong. 🀣🀣

Btw. I'm sorry to inform you that your high score isn't even close to what is possible. Not sure if you want to know what it is. πŸ™ˆ

PS: We are working on an updated version that has better controls (volume slider, sensitivity slider, training mode, ...). Maybe you want to follow to give the new version a try too.

Yeah, it's also my favorite emote right now and also the one that took the longest to animate. But, I have some other cool emotes on my list that I will implement soon.

Thank you very much for the kind words. Yes, I'm working really hard to get this little fella walking and jumping that smooth and I'm happy to finally been able to let others play my game, athouth it's in a very early state from what I imagine it to be.
Not sure if I can make your dream come true, because I'm rather planning a nature setup for the game, maybe with some caves/ruins, but we will see where the journey leads for my little spider.

Whatever you want to say about the game, drop it here. πŸ˜‰

Please post all ideas that might improve the gameplay here.
I will go through all of them and if they fit the game I will implement them.

A Webbing Journey - Demo community Β· Created a new topic Bugs
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Please write down all the bugs that you find in my game. 
I will try to fix them as fast as possible.

Not only that, but the colors of the continents are taken from the Olympic rings πŸ˜‰
Had to add the orange color, because the Olympics combine North and South America in the red ring.

Thank you very much. Having two colleagues who specialize on 3D modelling and audio really helped a lot to make this game look and feel that great.

Yeah, I think 4 packages might actually be enough for your game, but you could also increase the number of packages if you plan to have several levels. So many ideas for updating the game, but rarely any game jam games get updates after the jam is over. I know that from experience with my games πŸ™ˆ

Good, that we are on the same side with the floaty controls πŸ‘

And yeah, I'm always taking a lot of time to give proper and constructive feedback for every game jam game I play. Unfortunately, that lowers the amount of games I can play and rate, but at least my comments are really helping other developers.

Nice little game. Graphics are cute. I don't know why, but I'm a big fan of pixelart games.

Audio during the game is nice. However, my ears almost exploded when the game was over because there were too many sounds which were way too loud. I think missing all the houses got triggered or something. Please fix.

The pathfinding algorithm should also be improved, because the nodes that are chosen are a little weird. Not sure if looked up any algorithms for that but A* (A-star) pathfinding is very neat solution and easy to implement that should give you the shortest path on a grid based system.

I would also very much welcome a way to extend the path. Right now I always have to wait for the truck to reach the destination before planning out a new path. It would be really cool, if I could start dragging from the endpoint of the current path to plan out the next path to take. This would greatly improve the gameplay loop.

Very good game and very good game design with the indication which tile breaks next. The bullets also move with a good speed and are easily avoidable, as long as there is enough space. Music and sound effects are top πŸ‘

Two things that I didn't like:

  • The gray area on the top was not 100% intuitive, although I through the packages there because that's the only free area. Maybe change the color to yellow πŸ˜‰
  • I'm not a fan of the floaty controls for the character. Feels like he is moving on ice. A more direct response would be nice, but that's more of a personal thing. Some games go into that direction, some into the other. 

Are you planning to continue working on the game? Maybe more levels and different traps?

Nice little game. Controls are fine and the objective is very clear, thanks to the arrow. Music and sounds effects are fine too.

Two points that I would improve:

  • Increase the gaps between some houses so that you can fit through. Little bit annyoing when you try going through and then have to run around it.
  • Better indication for people that try to steal your package. I lost way too much money because I just ran into somebody that I didn't think was after my package.

Is the game getting harder over time?

Is there a fixed amount of people on the street? If not, then the game would be super easy, once you have all people knocked out.  πŸ˜…

Nice mix of Tetris and this UNBLOCK ME kinda games (no idea what the initial game was that inspired that genre or knock offs). As already mentioned clicking with the mouse would be more intuitive and it's way too easy to soft-lock yourself because you can rotate the pieces without there being enough space. I managed to create such a scenario in level 5 or so and couldn't continue. Would be nice if there would be some kind of pause menu (for a future version) to select the levels and a restart level button (this one could have been possible for the jam) in case one fucks up, like me :D

The chill music in the background is nice. Some sound effects would have been nice. Grab, rotate, place and level finished.

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Simple and well tested concept. Well executed for delivering packages.

As others already mentioned it, music and sound effects would have been nice.

Did you draw all sprites yourself?

Only slightly annoying point is that the mailboxes don't close when the parcel is not 100% inside, but it's easy to restart and hit the shoot on the next go because I don't have to move my mouse. Very convenient πŸ˜‰

If you work on a future version I would recommend having more mailboxes in some levels and adding some cool mechanics, like bouncing pads or teleporters.

Would be really nice if you credit the Brackeys tutorial you used.

Btw. why did you stop half way through the tutorial series?

Ok, I agree with you, that I might have started of with a bad wording. I'm really sorry for this. Overall your game works very well, but I really got frustrated because of not having enough control over the player due to the short reaction time that was given to me. Some times I really had no way to avoid obstacles, because in addition they spawned in a bunch.

I completely understand that you made this game in a short period of time and that making games is slowed down by surprising bugs. I really like the music and sound and the option that you could turn them off. The controls feel nice. Thanks for the explanation that you made the game for mobile too, I somehow missed that. In that regard it actually makes sense to have the character run from top-to-down. 

However, I would really much appreciate it if you are able to position the player at the top to provide the additional reaction time. This would make your game so much better πŸ˜‰

Anyway, good luck for your future games.