F.I.R.E. (Fel Ine Rescue Endeavors) by brenno263

A game about saving a cat from a burning building, created in 72 hours entirely from scratch. This is our first real game, and we think it turned out pretty well.
WASD to move around, S to pick stuff up and SPACE to interact
Fire Axes open doors, Boards block them (fire spreads more slowly through doors). Extinguishers put out fire. And, most importantly, get the Cat in the basket to win.
Fair warning, Jake spelled my name wrong on the credits, but it's too late to fix it. I guess I'm Brennan Seymore now.
Art: Jacob Denny
Programming: Brennan Seymour, Trent Woodhouse
Music: Brennan Seymour
All sfx were either made by us, or found on royalty free sites
Ratings
| Overall | 685th | 3.717⭐ | 25🧑⚖️ |
| Fun | 688th | 3.587⭐ | 25🧑⚖️ |
| Innovation | 528th | 3.652⭐ | 25🧑⚖️ |
| Theme | 596th | 3.957⭐ | 25🧑⚖️ |
| Graphics | 867th | 3.87⭐ | 25🧑⚖️ |
| Audio | 681th | 3.522⭐ | 25🧑⚖️ |
| Mood | 1056th | 3.476⭐ | 23🧑⚖️ |
| Given | 38🗳️ | 23🗨️ |
I am sure the game is very well made, considering how well it is presented. The only downside is not having a tutorial (from what I have seen).
:)
And yes, running through is currently the best strategy, much to our chagrin. It was on the to-do list to re-balance the fire mechanics so as to encourage more boarding of doors and careful planning, but that didn't get in before the deadline.
I think you could port it to mobile and it could become a hit!
I love how the fire have different level and the rooms can be ruined down according to that! Great mechanics! Also that graphic style is sooooo good!!!
One things is that I wish the pickup key and interact key could be different, cuz many times when I try to use the extinguisher in front of the stairs I ended up dropping it and climb up instead.
Anyway, goood job you guys!
I made it to the end! That was a really fun game! I really liked the art (the expression of that cat!), music, and sound effects (they really fit the mood!). The gameplay was really unique while being intuitive which made it enjoyable. One small thing is that I sometimes got mixed up between the s-key and spacebar. I wonder if its possible to make them a single action key? The camera didn't feel very smooth though that might just be me. I'd love to see more levels. Also, very clever and cute name for your game. Great job!
This is my personal taste but I think that the soundtrack (quite "dark") was not really fitting the overall mood of the graphics and theme.
I haven't started playing yet. I'm just leaving this image to say that the "QUIT" button doesn't seem to be working. ^^ "


Oh, no. My ax ended up inside a locked room. Hahahahah.


1 - Mecânicas, Aprendizado e Fluxo:
O conceito mecânico ficou bastante interessante: subir até o topo do prédio, pegar o gato e descer com ele por dentro do prédio (resgatando).
Não tive retorno total da utilidade de jogar móveis de um lado pra o outro (seria interessante saber se há mais o que fazer com eles).
Aprender a jogar foi um pouco difícil, pois eu não tinha muita noção dos botões que eu poderia utilizar (seria interessante se após a tela de menu tivesse uma tela simples, apenas com os botões utilizáveis, já seria de muita ajuda, mesmo sem texto explicando).
Apesar de difícil, eu consegui (após algumas mortes).
Sobre o fluxo de jogo: considero difícil, não sei se era para sair correndo do jeito que eu saí, ou se caberia mais estratégia.
A percepção que eu tive foi de que não seria fácil abrir caminho de forma mais tranquila.
Talvez (em caso de continuidade do projeto) o ideal seja focar em fazer estágios com queima mais lenta e, assim, trabalhar de forma mais fluída a sessão de jogo de cada estágio.
2 - Gráficos, Áudio e Narrativa:
Os gráficos foram simples, mas foram suficientes para transmitir os conceitos básicos.
O áudio também foi simples, a música ficou boa para o tempo de game jam, mas um pouco enjoativa. Creio que seria bom repensar sobre como ela seria aplicada em caso de continuidade do projeto.
A narrativa é simples e direta: salve o gato do prédio em chamas. Não há muito o que dizer sobre isso. O jogo não demanda foco narrativo muito desenvolvido além disso.
A mecânica de salvamento parece suficiente para embasar a extensão do projeto.
3 - Cultura:
Tanto salvamento, quanto desafios que unem tática e ação, foram base para o projeto (ao meu ver, no que diz respeito à cultura).
Creio que possa servir como peça divertida em relação a isso.
Se fosse ser mais responsável com tais salvamentos, creio que precisaria mudar a arte para colocar um bombeiro com as roupas adequadas e outros detalhes. :) Mas pode não ser o foco atual e nem mesmo o foco futuro do projeto.
4 - Monetização:
Creio que o jogo venderia (caso polido e estendido) no itch.io ou stores similares.
1 - Mechanics, Learning and Flow:
The mechanical concept was very interesting: go up to the top of the building, pick up the cat and go down with him inside the building (rescuing).
I have not had a full return on the usefulness of throwing furniture from side to side (it would be interesting to know if there is more to do with them).
Learning to play was a little difficult, as I didn't have much idea of the buttons I could use (it would be interesting if after the menu screen had a simple screen, with only the usable buttons, it would be of great help, even without text explaining ).
Although difficult, I managed (after some deaths).
About the game flow: I consider it difficult, I don't know if it was to run the way I did, or if there would be more strategy.
The perception that I had was that it would not be easy to make way more smoothly.
Perhaps (in case of continuity of the project) the ideal is to focus on making stages with slower burning and, thus, work more fluidly on the game session of each stage.
2 - Graphics, Audio and Narrative:
The graphics were simple, but they were sufficient to convey the basic concepts.
The audio was also simple, the music was good for the time of game jam, but a little sickening. I think it would be good to rethink how it would be applied in case of project continuity.
The narrative is simple and straightforward: save the cat from the burning building. There is not much to say about this. The game does not require a highly developed narrative focus beyond that.
The rescue mechanics seem sufficient to support the extension of the project.
3 - Culture:
Both rescue and challenges that combine tactics and action were the basis for the project (in my view, with regard to culture).
I think it can serve as a fun piece in this regard.
If I were to be more responsible with such rescues, I think I would need to change the art to put a fireman in the right clothes and other details. :) But it may not be the current focus or even the future focus of the project.
4 - Monetization:
I believe the game would sell (polished and extended case) on itch.io or similar stores.
I did actually had an issue playing this game, when I had a fire extinguisher picked up and I tried walking up the stairs and the room was a little bit on fire, I couldn't go up without using it...
But anyway, good job :D
1. Yeah, we found that the quit button didn't work a couple days after the jam ended. Should have been more thorough I suppose..
2. I agree that the music is too intense. There were actually several tracks that would play dynamically based on how much of the building was on fire. However, due to a typo and the fact that it was developed in the last 20 minutes, the system is dysfunctional and the only songs that play are the least and most intense.
3. We've got doors and floors and really any wall slowing the spread of the fire (since it should spread much more quickly through open doors, there's incentive to be strategic) but that system needs to be balanced better since there's effectively very little difference between open and closed doors.