Flamebearer by HolySparks
My firt game jam! I look forward to getting some feedback and also playing the games made by the community.
DESCRIPTION
Use fire spells to fight your way through hordes of enemies while trying your best to keep the holy flame alive. Using spells spends some o your flame, use carefully. Killing an enemy with a spell leaves a flame behind which can heal yourself for a time.
CONTROLS
W, A, S, D: movement
U: weapon attack
I, O, P: spell attacks
Shift: rush
SCREENSHOTS

Game made with Construct-3
SFX generated with BFXR
Music made with Bosca Ceoil
| Youtube | https://holysparks.itch.io/flamebearer |
| Youtube | https://holysparks.itch.io/flamebearer |
| Original URL | https://ldjam.com/events/ludum-dare/46/flamebearer |
Ratings
| Overall | 937th | 2.906⭐ | 34🧑⚖️ |
| Fun | 867th | 2.806⭐ | 33🧑⚖️ |
| Innovation | 1000th | 2.548⭐ | 33🧑⚖️ |
| Theme | 820th | 3.29⭐ | 33🧑⚖️ |
| Graphics | 772th | 3.032⭐ | 33🧑⚖️ |
| Audio | 714th | 2.597⭐ | 33🧑⚖️ |
| Humor | 723th | 2.308⭐ | 28🧑⚖️ |
| Mood | 828th | 2.786⭐ | 30🧑⚖️ |
| Given | 34🗳️ | 38🗨️ |
Would have been nice with some more mechanics to keeping the flame alive, rather that just being your health bar steadilty ticking down.
I had planned some checkpoints inside the stage as healing spots to help. Also, unfortunately I didn't have time to share it for others to playtest. After release I had a friend play it to the finish and he used the first two spells a lot and tried to clear all the levels so at least I guess both play styles are viable.
Still, in hindsight, some things could have been balanced a bit more (like lowering the flame cost of the spells to make them more worth risk using)
* The graphics are so good on the characters and the trees, but sadly suffers from anti-aliasing being enabled. If you want to patch this game, then patch this please. Should be an easy fix.
* Spells are NOT worth it. It drains too much of the flame. The damage is not worth it. It all feels like a 1-hit thing and not working anymore. If it's supposed to linger and be effective, the feeling is definitely not there. You may want to add an indicator the enemy getting damaged by them, like them flashing of some sort.
* First spell should have some sort of gravity than not spawning in air at all. That way it'll always fall to the ground and allows those unawares to be singed by the heavy flames.
* If not checkpoints, healing spell that uses coins.
* Cooldown icons on spells would be nice, but clearly not enough time so I'll let it pass.
* As a guideline, the buttons O and P shouldn't be in the tutorial. Tell them the option is there once you unlock
it cause I was expecting something and not think it's bugged and not working at all.
* Attacking is NOT worth it either. The range is too small and there's an obvious cooldown. I was expecting it to be an alternative to attacking enemies, not really as another spell. If your style is to be cautious, then the stage design is against that, especially the second boss where the whole stage is suddenly swarming.
* The upgrade is 25 coins. Helps us to get to that sooner I think. If it's supposed to be a high level thing of some sort, maybe make the cost a bit lower and the upgrade weaker if you have upgrade stages.
* The enemies move too fast, more panic and randomly mashing buttons than using the spells. If they're slower, maybe attacking normally would be a more worthwhile tactic.
* I feel the enemies should give 0-1 coins? Maybe I haven't seen too much coins yet.
* Sometimes, no music is better than any short music loop that feels somewhat annoying. Trust me on that.
If you plan this to be a full game at some point, then please play around with game feel and how you intend others to play along cause this feels more like a mash of stuff put together, but that's Ludum Dare for you.
Great idea, somewhat not good execution. Great job nonetheless~
@fiakaiera Thanks for the complete feedback. There were many things I wanted to include and/or polish. Really a lot could have been improved by more iterations of playtesting and balancing and adjusting but yeah, time was short as you imagine.
A solid idea, and I like the spells using the flame. A creative risk/reward mechanic. I think the controls could definitely use some reworking, though. These sorts of games generally follow Arrow Keys + ZXC, and I think it works pretty well. Don't fix what ain't broken, and all that. More of a preference thing, but still worth considering. Games that have small screens and big levels like this I think need interesting backgrounds, so you really feel like you've reached new places.
Nice work.
@thedashdude Thanks for the input! I'd love to set control schemes or even rebinding, but ofc I didn't really manage to get that in due time. I wanted to work more on the background (actually add a new layer, with background art) but I had only time enough to finish this limited tilemap I used.
<3
Maybe it's just me, but i had problems seeing any indication whether I do a melee attack. I had an audio indication, but couldn't see a sword or anything, which again made it very hard to hit orcs in melee range.
Still very nice for your first entry n_n
Overall it's a great game, well done!