Save the torch! by eduardogacn

Play my new update :D (version 1.2)
I appreciate everyone's feedback, I just released a new update using all your comments.
I hope you enjoy it!
| Youtube | https://www.indiexpo.net/es/games/save-the-torch |
| Youtube | https://treecastle.itch.io/save-the-torch |
| Original URL | https://ldjam.com/events/ludum-dare/46/save-the-torch |
Ratings
| Overall | 1203th | 3.504⭐ | 123🧑⚖️ |
| Fun | 1099th | 3.38⭐ | 123🧑⚖️ |
| Innovation | 1022th | 3.385⭐ | 124🧑⚖️ |
| Theme | 1053th | 3.734⭐ | 124🧑⚖️ |
| Humor | 1341th | 2.741⭐ | 110🧑⚖️ |
| Mood | 1277th | 3.368⭐ | 119🧑⚖️ |
| Given | 175🗳️ | 141🗨️ |
https://www.youtube.com/channel/UC2YCW5s25G3r600RbE-hgTA . Can i find your game also on indiexpo website? We are linked with it. I will be very happy to include your game in the next videos!!
I could barely make it past the first level... then when I finally did, I died on the second level and then promptly got booted back to the first. Not cool, man.
I'd argue that the current gameplay design doesn't have a real direction, thus preventing synergy between the mechanics and causing overall enjoyment to suffer. Is this game trying to be a speedrun platformer? A precision platformer? An action/combat platformer? Maybe some combination? If I were you I'd embrace the stressful, time-limited aspect of the game, and adjust gameplay to reflect that. These adjustments might look like, say, reducing enemy health so it only takes one hit to kill them (at least for the basic enemies), while also making the flame burn out faster. Not only would this speed up the game's overall pace, it would also empower the player a bit and make them feel less like they're just tossing pebbles around :wink:
Hi, thanks for your comments.
Linux and mac support today: D
There is a new update that improves the difficulty curve.
Good idea about the indicator :)
I did a new update that improves that and the difficulty curve :dog:
There is a new update that improves the difficulty curve :D
There is a new update that improves the difficulty curve.
https://www.indiexpo.net/es/search?search%5Bauthor%5D=Eduardo+Garcia
It took me a while to understand that I must hold the torch in my hand so that I can pick up the little flames. Especially as the death message was saying I died because I didn’t keep the flame alive.
I think some of the assets have different scaling filtering. Some are pixel perfect, others are linear scaled (smooth).
There is still much to fix.
I will follow your advice and that of others and correct this :)
I plan to fix the difficulty curve a bit and add more levels in the future. ^_^
Good entry :)
Quite a few games have been based around protecting a flame however I think your torch mechanic was far more interesting. I like how it's used as a weapon, but how use also makes it go out.
Collecting the little flames left behind after killing an enemy was a nice addition to this mechanic and I like the fact you get burnt by those flames if you're not carrying the torch.
Overall a fun game and a great submission. Nice job, well done!
It was a bit weird to find a tutorial entry and then miss the fact that you had to collect the torch's embers afterwards. It took me a couple of hits to see why I had been damaged.
Despite that, the take on the theme is clear, the idea is simple but works well and even if the game may be difficult it has that arcade touch that makes it the good kind of challenge for me.
Good job!
The only thing which was a bit much in my opinion was that you started back at the beginning and had to do everything over again. Twas a bit much
But overall its a great game, great job!
I think just fixing up a few things with the platforming system could make it feel a lot better.
The biggest thing I struggled with was not jumping when running off the edge of platforms. Our game got criticized for this a lot and I see now that it's worth fixing. If you make it so if the user presses jump within 0.2 seconds of leaving the platform it still lets them jump it makes the platforming feel much better.
I think the overall concept of the game is fine. It could just use some general tightening up platforming wise.
1 - Mecânicas, Aprendizado e Fluxo:
Achei a mecânica muito interessante, pegar o fogo e arremessar contra os inimigos.
Na prática é um pouco difícil pegar o fogo para jogar (notei também que a vida dos inimigos foi reduzida do GIF na página do jogo na LD46 para a minha sessão de jogo, acredito que tenha sido uma boa escolha).
O pulo também é um pouco difícil, mas ficou interessante.
Infelizmente a cada vez que se morre, deve-se começar o jogo todo do começo (isso é bem ruim).
Sobre o aprendizado, devo dizer que entender como jogar e conseguir ser bom jogando são duas coisas diferentes neste jogo, hahahahah.
O fluxo de jogo é mais próximo do difícil (ansiedade) do que do fácil de mais (tédio), senti-me desafiado cada vez mais (entretanto com a penalidade de morte tão severa (recomeçar tudo) eu não consegui experimentar além do "chefe" (inimigo vermelho) do terceiro estágio).
Além de check-points entre estágios, creio que poderia ser implementada alguma chance de inimigos comuns deixarem cair recuperadores de vida (corações, poções, algo assim).
2 - Gráficos, Áudio e Narrativa:
Os gráficos ficaram incrivelmente bonitos (ao meu ver), todos combinando bem (inclusive).
A trilha sonora (ao que entendi, escolhida de fonte externa) combinou bem com o jogo (ao menos para não deixar ele no mudo); seria interessante se tivesse implementado o áudio de forma mais dinâmica (abaixando o volume fora da batalha, ou algo assim).
A narrativa não me foi apresentada exatamente, eu seria um personagem que precisa sobreviver/passar o nível.
3 - Cultura:
O jogo tem estética que permite encontrar nicho com maior facilidade.
Partido do pressuposto que continuem o projeto, com maior polimento, trilha autoral, balanceamento e conteúdo; creio que o jogo se torne uma peça interessante de cultura para os nichos dele.
4 - Monetização:
Com todo o polimento e balanceamento, acredito que possa ser vendido em stores como o Steam.
1 - Mechanics, Learning and Flow:
I found the mechanics very interesting, catching the fire and throwing it at the enemies.
In practice it is a little difficult to catch the fire to play (I also noticed that the enemies' lives were reduced from the GIF on the game page on LD46 for my game session, I believe it was a good choice).
The jump is also a little difficult, but it was interesting.
Unfortunately every time you die, you have to start the game all over from the beginning (this is really bad).
Regarding learning, I must say that understanding how to play and being good at playing are two different things in this game, hahahahah.
The flow of the game is closer to the difficult (anxiety) than the easy to more (boredom), I felt more and more challenged (however with the death penalty so severe (starting all over again) I could not try beyond the "boss" "(red enemy) of the third stage).
In addition to checkpoints between stages, I believe that some chance could be implemented for common enemies to drop life retrievers (hearts, potions, something like that).
2 - Graphics, Audio and Narrative:
The graphics were incredibly beautiful (in my view), all matching well (including).
The soundtrack (as I understand it, chosen from an external source) combined well with the game (at least not to leave it mute); it would be interesting if you had implemented the audio more dynamically (lowering the volume outside the battle, or something).
The narrative was not presented to me exactly, I would be a character who needs to survive / pass the level.
3 - Culture:
The game has aesthetics that makes it easier to find a niche.
It is based on the assumption that the project will continue, with greater polish, authorial trail, balance and content; I think the game will become an interesting piece of culture for his niches.
4 - Monetization:
With all the polishing and balancing, I believe it can be sold in stores like Steam.
* Jumping with up and picking-up/throwing with space is mind-bending to me, because I usually jump with space. It took me a couple of minutes to adjust. Jumping itself felt a bit too floaty.
* Small flames should not hurt the player. It's really unfair if your torch lands on a flame and you die when you try to pick it up.
* Restarting the whole game when dying was a bit annoying. Restarting the level would have been ok.
* You can't predict where the torch lands after hitting an enemy. If one of the fast enemies bumps it around all the time on a small platform you're basically bust.
* The music was a bit repetitive.
Don't get me wrong. It's a great entry nonetheless!
The controls and the level reset is what I am most advised to change, so it is the first thing I will do.
I will also play a little with music and other things that have been advised.
Anyway, I'm glad the game was so well received, since I built it in about 4 hours of the last day of the jam (I planned not to participate for work)
Today I will release an update with all the feedback received. Improving the difficulty, adding lives from time to time and restart the levels when you lose.
With music you are very right, I will try to play with it so that it is not so monotonous.
Once again, thanks for playing my game.
more music variety. I liked the level progression. It was hard but easy to get started understanding.
(I played the post jam version)
worst thing I have is having to restart from level 1 every time you die. guess everyone forgets about these things in a jam :D
I played your post jam version. I liked the music and when the boss appear more than the first one. but the control scheme was way better for me. (up to jump and space to pick) fits a simple game more.
Great submission in any case!
There is something strange on jump, but still is a great game!
Good job!
Good job! :)
https://www.twitch.tv/videos/614262846
Difficulty scaling is ok I think, though it might help if the flaming skull appeared earlier when fighting two bosses - I never had the patience to wait for it, rushing in and dying before it had a chance to offer replenishment.
Having a more intense music for boss fight was a nice touch, definitely felt that.
Really appreciated that death restarted the level, not the whole game. It gets a bit repetitive over time, so not having to go through everything was the right choice, kept me playing for much longer.
Overall a good game, was fun and felt pretty smooth to play.
Great entry ! :)
I suppose the main feedback I would have is just that I found the control layout weird. I ended up switching to a controller since that seemed to work, but jump and throw were backwards from what I instinctively pressed. So I didn't get too far.
But yeah, honestly, really good game overall!
But my preference is actually neither. It's rather to have 2 keys that are side-by-side: either Z and X or X and C. I imagine you're probably over it by this point. But my suggestion would be to bind Z as jump and X as action. Then in addition throw in extra jump bindings (undocumented) of SPACE AND UP (for those weirdos) and C (for people with European keyboard layouts).
Anyway, the game is super cool.