Matchstick Elegy by stevenjmiller
For the cost of a match, the fire springs to life.

The house has become cluttered; burn everything.

WASD / Arrow Keys to move
Z / Backspace / Shift to undo
Space to view remaining fuel
R to reset a level
P to skip a level
Escape to return to the menu

| Youtube | https://steven-miller.itch.io/matchstick-elegy |
| Youtube | https://steven-miller.itch.io/matchstick-elegy |
| Original URL | https://ldjam.com/events/ludum-dare/46/matchstick-elegy |
Ratings
| Overall | 36th | 4.129⭐ | 33🧑⚖️ |
| Fun | 121th | 3.867⭐ | 32🧑⚖️ |
| Innovation | 102th | 3.967⭐ | 32🧑⚖️ |
| Theme | 180th | 4.033⭐ | 32🧑⚖️ |
| Graphics | 160th | 4⭐ | 33🧑⚖️ |
| Audio | 226th | 3.533⭐ | 32🧑⚖️ |
| Humor | 409th | 2.981⭐ | 28🧑⚖️ |
| Mood | 78th | 3.964⭐ | 30🧑⚖️ |
| Given | 33🗳️ | 35🗨️ |
I think it's your level design that impresses me the most. The concept that you came up with for your game was really clever and left a lot of room for level design, but each level felt unique in its solution in a way that I couldn't have expected for how simple each level ended up being. I'm not sure how you do it, but it's definitely something you've figured out you're really really good at.
In terms of graphics and audio, they both fit the mood pretty well. The room where the story takes place in particular looks great, and while the audio isn't particularly noteworthy, it did fit the game well. The story also gave the game a sort of cohesion that it would have otherwise lacked, and added a LOT to the game's mood. While I had a hard time focusing on the story itself (that was mostly just me being distracted), the themes it brought up were really interesting and added a lot to the game and its atmosphere.
If I had one criticism, it's just that the difficulty curve feels a bit steep for a Ludum Dare game. That might be a bit of personal bias though, since I have a personal rule to fully complete each game before rating (although we'll see how that goes this time down the road). It took me hours to beat it (granted, for much of that time I was busy/distracted with other things). In that sense, the difficulty felt more matched-up to a full release rather than Ludum Dare game, which is typically pretty short. So really, that's more of a criticism of practicality more than game design.
Overall, it seems you've pretty much mastered this genre, and while I'm excited to see what other puzzle games you make, I'm really curious to see how you'd use your game and level design abilities in other sorts of genres! I'll be following to see what else you end up doing in the future. Great work, and take care!
* The lack of music (which is in every one of your games). I think even a simple background tune or even some ambience could help, at the moment it's just silent all the time, and it somehow feels less of a game. You can easily make music in something like https://www.tones.fm/tones/calm or, if you happen to know music theory, you could give Bosca Ceoil a shot.
* The bland-ness ..? of the sprites. You could use a few random tiles to shake it up a little, it currently looks more like an abstract location than a real place.
* The lack of juice. Just a bit of screenshake and particle effects and your game is a lot more fun to play.
* And finally, why don't you try something new with your games? Chaseplays already said that you pretty much mastered the genre, and jams are there to try something new. Do something you've never done before.
PS: I love the background sound of the fire.
Was I the only one who, on a level with oil, immediately pushed something into it every time? Was harder than usual to burn myself up on level 20.
Speaking of level 20, that's as far as I got, I might have to come back and see if I can complete it later, though!
I like the visuals and sound was good, a little atmospheric sound or music would have been nice. Love the feel of it, and the writing is amusing.
Level 12 took me a while and I assume it was a deliberate misdirection into making the player think you needed paper by each box? I think the solution is pretty clever but wonder if the misdirection could be gotten rid of by placing one of the boxes a bit further to make it obviously impossible in one direction and adding an extra paper that started off burning somewhere.
Overall I really enjoyed the game and it's always good to have more puzzle games :)
Second of all, You are very creative with level design! This can easily become a casual mobile game where the player just sit back and try to think of the solution! :thinking:
And most importantly, I want to know the engine you used to make this game! :laughing:
Greato Jobu! :smile:
@stevenjmiller Can you give a hint of your puzzle design protocol? These puzzles are made so hard!
I think the game would have benefited from some ambient audio, and maybe some slower pacing? But then again, other people seemed to be able to get through it so I'm not too sure :p
I was able to complete the next two levels after skipping 5, but then I got stuck on 9. Maybe I'll return to this game when I've leveled up my brain.