Fueled by Fire by Scornz
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.

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.

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.
| Youtube | https://scornz.itch.io/fueled-by-fire |
| Original URL | https://ldjam.com/events/ludum-dare/46/fueled-by-fire |
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🗨️ |
Thank you for your efforts guys))
Anyway, good graphics, good controls, this is overall a succes! I liked it, well done!
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.
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! :)