Fueled by Fire by Scornz

[raw]
made by Scornz for Ludum Dare 46 (JAM)

Fuel the fire, the fire is your life force.

Keep it alive, at all costs. If the fire is extinguished, you will perish as well.

fueled<em>gif</em>4.gif

Find and kill enemies in order to feed their souls to the dying flame. The more enemies you kill, the longer you can survive, and the greater your score. Enemies will come from all directions, but it is your job to seek them out and release their soul, as the fire is quickly dimming.

fueled<em>gif</em>5.gif

Controls - WASD (or ARROW KEYS) to move around - SPACE to jump (twice to double jump) - K (or X) to strike (direction can be controlled with up/down or W/S) - Hold ESCAPE to exit the game - ENTER to skip the initial tutorial

Features an online leaderboard to compete amongst others. Feedback is much appreciated. We have opted out of the audio category, despite having the made the music ourselves, some of the sound effects were not made during the 72 hours of the name. We have also opted out of the humor category (for obvious reasons).

We will most likely upload a post-jam build, but it will be labeled as such and be separate from the jam version. Please use the jam version to make your vote, as it is only fair. Thank you for your time, and we hope you enjoy our project!

Update log 4/22/2020 - Went back and quickly fixed some bugs, such as enemies not correctly spawning upon restart (for those wondering, it was simply the difference of using Object.DestroyImmediate instead of Object.Destroy). Some of the hitboxes were actually not functioning at all, and it was simply defaulting to the character controller collider for a hitbox. This fix includes the spiders and "headless ghoul" enemies. Also (thanks @roey-shap), I realized there were quite a few debug keybinds still in-place, and those have since been removed. Thank you for bringing these bugs to my attention. I am currently adding a bit more content, and will upload that as post-jam build in the next few days.

Ratings

Overall 314th 3.919⭐ 39🧑‍⚖️
Fun 441th 3.736⭐ 38🧑‍⚖️
Innovation 1041th 3.375⭐ 38🧑‍⚖️
Theme 795th 3.847⭐ 38🧑‍⚖️
Graphics 245th 4.333⭐ 38🧑‍⚖️
Mood 371th 3.882⭐ 36🧑‍⚖️
Given 68🗳️ 20🗨️

Feedback

Gonzako
21. Apr 2020 · 12:12 UTC
Could you make a webgl build?
JAsonsumm1
21. Apr 2020 · 12:21 UTC
Really cool, awesome style and pretty fun :D
WillyPa
21. Apr 2020 · 12:22 UTC
Very interesting game. Very good gameplay ;)
Wilko
21. Apr 2020 · 12:32 UTC
Great game visually with some diverse and interesting enemies (did the colour of the enemies mean anything?) I wish it was easier to strike the enemies as 'x' was an awkward key for me and I found that I was often trading blows without any way of dodging incoming damage.
lazarche
21. Apr 2020 · 12:39 UTC
Hi,game is very fun!You did a very good job!
Phenix
21. Apr 2020 · 12:41 UTC
Snappy controls that feels good,the hitboxes might be hard to grasp well. Very good arcade gameplay overall, I would have loved to have different weapons to try out.
TimeTravelHamster
21. Apr 2020 · 12:53 UTC
Controls are great i just spent some time swinging and jumping around. Good Game feel.
Juice Lizard
21. Apr 2020 · 13:06 UTC
Lovelly game. (Maybe you could add an easy way to quit the game.)
sunnray
21. Apr 2020 · 13:17 UTC
I enjoyed playing it! I wish there were more enemies but with less health.
Apple Dash
21. Apr 2020 · 13:45 UTC
Really neat idea with a satisfying execution. The only problem is the level design. It's just a bunch of platforms in a checkerboard pattern. Either metroidvania-style map (although, I can see how it would be difficult to pull off in the span of a game jam) or just a long horizontal level (that loops around, perhaps) would fit the game better
SaltFactory Studio
22. Apr 2020 · 03:25 UTC
Movement controls and attacks all feel really fluid and super impactful. I also really like the taking damage effect where the player's view shakes and gets kinda hazy from the enemy's attacks. Tutorial is nice, simple, and to the point. The bonus feature of the leaderboard is sure to add lots of replayability for more competitive players out there as well. Really great job for this Ludum Dare!
SugarSores
22. Apr 2020 · 04:06 UTC
As of right now I am smugly sitting on the third spot of the leader board 😏 Great work on this one! The graphics are cohesive and the shader work on the character is dope. I really wish I could slash diagonally, but it does force you to jump around a bit more which is cool!
Sean Sullivan
22. Apr 2020 · 04:20 UTC
Those graphics tho! Nicely done!
HKSpadez
22. Apr 2020 · 04:40 UTC
looks great! the setting was really well done. kind of reminded me of little nightmares
morel-8
22. Apr 2020 · 04:47 UTC
short fairy tale about little fire girl who defeats her fears. Guys I am delighted about your enemy design and level background design. And this - from learning scene get down to business was epic moment))
Thank you for your efforts guys))
PaoloGinefra
22. Apr 2020 · 08:26 UTC
Really nice graphics, the controls are awesome
ROBOWARRIOR1982
22. Apr 2020 · 08:38 UTC
The game graphics is amazing, may be you can make the fighting animation better i think. Leaderboard online is a must but the game have not really a feeling of a scoring game. On the other hand level design is very common (and i know it's difficult to put in place). I think you need to work on these part to improve the quality of the content if you want to make a full game. That's really good job, keep going !
marcusnystrand
22. Apr 2020 · 08:41 UTC
Great look and feel, nice animations and player controller!
NoytroO
22. Apr 2020 · 09:12 UTC
I had a hard time with some hitboxes... I found the attack hitbox a bit too small, this is really frustating haha

Anyway, good graphics, good controls, this is overall a succes! I liked it, well done!
Roey_Shap
22. Apr 2020 · 12:52 UTC
It was challenging to play this game in two ways.
1 - It's a challenging design, and in a good way. Timer = health and rewarding aggressive play simulatenously on top? Awesome.
2 - The game seems to have some small internal problems that mess up one out of a few of a given type of encounter. Sometimes, for example, the room wouldn't seem to restart completely, leaving me with no enemies to fight (I tested this by killing an enemy and then dying. I saw the flame from that previous run's enemy rush to the hearth of this new current run). Besides that, though, it was a bit sparse, so maybe make it a bit easier for the player to be introduced the fun you have in the enenmy encounters by making them more common, or having one closer to the spawn position. The second internal problem I think is hitting an enemy. It seemed like an enemy invincibility issue, because when I tried hitting the dummy it seemed to work very accurately... Not sure. Could be enemy hurtboxes, the sword mechanics after getting hit, or invincibility. In the event that this isn't intentional, I'd check one of those three possible sources for errors.

Overall, the cool structure that you have is kind of tainted by these small but frequent hiccups. Still really enjoyable, though, and especially backed up by the music and setting. If you really want to polish this up (do it... it'd make a great expanded piece), maybe look at the openness of the animations(a bit stiff, not really a big deal).
Also, was hovering with "J" ever explained? It was cool to use, but dunno if it was kept in intentionally. If so, double jumping out of it shouldn't keep your vertical speed at zero due to the float, but cancel it to allow the jump, in my opinion.
Sorry if this was kind of a long comment. You've just got something really cool here and the tiny stuff is what's holding it back a bit.
ytaha
22. Apr 2020 · 13:07 UTC
Very cool game. I loved the shader effects a lot! Tho as @noytroo mentioned the attacking was hard, hitboxes need some tweaking. Other than that, 10/10
fatPenguin
10. May 2020 · 11:12 UTC
Very cool entry! :)
graphic-wise this is really good, made for a great mood together with the music!
I really really really enjoyed your tutorial and that you did one in the first place :)
I feel like the hitting could have given away a bit more feedback as it took me a long time to realize it even does anything - at first I thought it's just to push the enemies back, I didn't notice it does damage, maybe add like blood drops particles, or like idk.. dark fragments or even fire sparks or something? :)
The current feedback sound when you hit the enemies tbh made it seem to me more like the they blocked my hit or something like that, therefore leaving me to think I can't do damage.
The Jump n Run aspect about it was fun, especially with the double jump! :)
All in all I didn't know what my main objective was so I just ran around and killed enemies and tried to stay alive as long as possible - which together with the highscore I concluded is the main goal :)
I'm mentioning that because I think the mood and artstyle of this game are really pretty and made me feel like there could be a deeper story and world behind all this, which you could maybe implement if you decide you want to continue working on this ;D
Good job, congrats von finishing your game! :)