Friendly Fire by Revetoon
Gameplay
Keep the fire alive by feeding it all sorts of funny objects.
Expect cool visuals and fun challenges but watch out for dangers.
Try collecting all kind of items to do the highest score !
Post your score in the comments, we are curious to see them.
Controls
Left-click : move or pick up
Right-click : drop or burn
Assets
Every asset of the game except for the skybox (which is not really visible anyways) were made by us during the Game Jam including : models, textures, animations and music/sounds.
Tools used
- Unity
- Blender for meshes and animations
- Gimp for textures
- Cubase / Audacity for musics and sounds
Note
We didn't have time to polish certain aspects of the game :
the walk animation is a bit too chaotic
Some textures could be prettier
The level design could use a little more variation
Hope you have a fun time ! :)
https://www.youtube.com/watch?v=UzL8L1wSML8




Cheat map
Map of all the noticable pickups doing special effects when burnt.

Fix Update n°1
A few fixes, after some feedbacks by our players:
- The player is less slowed down by the weight of what he is carrying
- Most of the items to burn have a shorter duration, in order to spice things up (as it was nearly impossible to have the fire stop before)
- The mushrooms effect duration is fixed (it could last for 5 minutes before, now it won't last for that long)
- Now the Logs.txt file is no longer generated by the execution of the game :)
Ratings
| Overall | 974th | 3.589â | 30đ§ââď¸ |
| Fun | 848th | 3.5â | 29đ§ââď¸ |
| Innovation | 1006th | 3.393â | 30đ§ââď¸ |
| Theme | 402th | 4.054â | 30đ§ââď¸ |
| Graphics | 1205th | 3.643â | 30đ§ââď¸ |
| Audio | 598th | 3.593â | 29đ§ââď¸ |
| Humor | 581th | 3.423â | 28đ§ââď¸ |
| Mood | 910th | 3.558â | 28đ§ââď¸ |
| Given | 39đłď¸ | 28đ¨ď¸ |
It might've been good to have an angle for the gameplay to be a bit more of a challenge, or alternatively if there wasn't the threat of a timer. It'd be nice to know what order things get burned in too, as someone above said maybe an inventory of some kind. Once I felt like I'd explored most stuff, I did eventually let it run down to see what happened and it took ages :P
The sound design and music was great, and honestly really loved the little character's walk animation, was totally charming. The mushrooms were a fun addition too.
@nk-x-x @neisha We didn't really want to complicate things with an inventory system, but you are right it would be useful to have a way to visualise the items you are currently holding, we will keep that idea for future updates if we decide to continue with this project :)
The fiddly text boxes were kind of distracting, but I started to really like the glitchy walk cycle, it felt like it matched the sureal mood pretty well, and gave the little guy some personality/
I liked the concept and was intrigued in the beginning. Searching for flame fuel and feeding the fire. I liked how the growing fire had an actual impact on the world. Great love for details! The main problem was, that the game got tedious rather quickly. The distances you have to run to get items increases with each iteration and the walking speed gets really slow if you pick stuff up. It was very frustrating near the end. I had the at over 200 when I had enough. I think the game would benefit from a more compact level and/or better means to get around more quickly. The UI was a bit strange with the bubbles appearing the actual level. That often lead to clipping issues. But aside from that, the art was rough but adequate.
All things considered, I did have fun for the time I played. It just over stood it's welcome a little. An upgrade system to travel further and quicker would be awesome!
Thank you for playing and for your comment!
Actually, as we spent a lot of time on aesthetics, music and other details even at the beginning, the level was created a few hours before release and we could only then test the game in real conditions for the first time... That was a mistake, and we realized that, although we are proud of many things in this game, the gameplay was actually not that good and boring at some point.
If I may give a shield to my coworker @revetoon, I made the UI and he told me many times to change it, exactly for the same reasons as you... Every time I felt like I had better to do, but it is right that I should have taken the time to make the UI more convenient and less intruding :)
Thank you for all, it is because of comments like this that we won't make the same mistakes twice :D
Some other people already mentioned the UI so it's unnecessary to hammer on about that, something else I did notice however was when I tried to put down wooden crates they always fell through the floor. It's a minor thing and only a small bother which didnt impact the gameplay.
So well done on making this great game!
Also I had a highscore of 257
I really liked the details like the eyes of the fire or the fact that I was killed by an explosion.
The fire also looked great and there was a surprising amount of content in the game.
Some things did bother me a bit though...
For example, some objects though the player had to be really close to be able to pick them up, first running into them for a while before he even tried to pick them up.
Especially coffins where you could only pick those up if you came from the short side. Maybe simply increase the radius for those?
A bit linked to the previous one, but it made it quite confusing to know whether the player was just running into an object or whether his inventory was full. I also kind of didn't expect him to run slower, maybe because you couldn't actually see that he was carrying something, he just walked slower...
Maybe a bit of a controversial opinion, but instead of an indication of how much he is carrying, what about removing those limits? Personally, I am not sure that they added anything to how fun the game was.
On the graphics side, those were pretty nice and the effects looked great. A lot of effort seems to have gone in those, and there were quite a lot of them, even a tree dissolve effect.
On the other hand, the character looked naked which felt a bit strange compared to the other graphics.
Maybe simply assigning some vertex colors to some faces of the character would have made it look like he was wearing clothes?
Those are all small remarks. I enjoyed it a lot! Good job!