Straight fire ngl
SpyreSOBlazka
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A member registered Jul 17, 2025
Creator of
A tiny factory, limited automation tools, and one goal: do not run out of space.
Puzzle
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Recent community posts
Astraifort Estate community · Created a new topic 7/10, would be 9/10 fixing mechanical writing issues
- Some of the best text-based adventure mechanics I've seen, ever. Boss fights feel like you're actually scrabbling in the dirt, frantically slashing and painting and dodging. All the puzzles felt good and learning bosses felt fair. Really shines with the sheer number of boss fights and the fact that none of them feel same-y, except when you're intentionally using previously learned concepts (which is awesome)
- Nails the pacing and a sense of urgency and timing to everything, which is so so difficult in a text-based game. From the moment you enter you know you're on a clock and don't have time to look back or rethink decisions, always keeping you pressing forward, and that pressure stays through the whole game between the higher-tension moments. Great worldbuilding and story too (<3 the foxes)
- The use of the twin daggers at every single turn and how deeply integrated they are with the plot and story is incredible. The two light blades' consistent presence grounds the entire game and gives the MC a lot of their personality
Creative idea! A bit too many win conditions: Pressing W or S teleported me on top of Earth; slowing myself down with just the starting rocks could get me to crash (this feels like the intended one, but I should need more than I started with); but also clipping close to the Earth and slingshotting myself into the void gave me the win screen anyways :P
- Largely unfinished, no narrative, no pause menu or quit option
- Enemies don't respawn so you can't get enough gold for even a single upgrade
- If you have positive money you can buy one upgrade and go into debt
- Loopfall'ing doesn't do anything different than a traditional game death, since you can go anywhere at any time. I'm curious, what did y'all want to do with it?
- Main issue is that low-velocity friction isn't high enough, so you usually have to wait >30 seconds for the next shot even after the balls have essentially stopped moving
- Main idea could be expanded greatly, the tiny set portals don't change the game that much and you can't really see through them effectively to line up shots
- Would love audio & visual feedback after sinking a ball into a pocket, and/or something keeping track of score
- If you hit the balls hard enough they go over the side and don't respawn or anything if I understand correctly
- Rotating the camera more freely or at least a little faster would be nice
