Firestarter by Phlip45

[raw]
made by Phlip45 for Ludum Dare 55 (COMPO)

2024-04-17 13<em>10</em>51-Window.png

Instructions:
WASD or Left Stick to Control
Left Click or Bottom Button (Cross on PS) to charge/set sigils
Right Click or Left Button (Square) to summon fire from your placed sigils

Hope you like it!

2024-04-17 13<em>11</em>32-Window.png

I got the web build to "work" on itch.io but unfortunately it does not behave as intended there. Really weird stuff like hitboxes being turned on when they aren't supposed to that make the game unplayable. Sorry about that. Love a good web build the same as the next guy.

Made in Godot

Bugfixes/Balance
♦ Hard Mode is the original mode that came out on the day with just the bug fixes not the balance fixes 04/15:
♦ Bugfix: Runners now will give you a break. Had forgotten to remove a few lines during testing.
♦ Bugfix: Reduced Patrol points for northern toof bois to 2 instead of 4.
04/16:
♦ Bugfix: Teeth now properly break on walls
♦ Balance: Added an easy mode which just tweaks some numbers to give a better experience. (4 lines of code changed)

Ratings

Given 23🗳️ 18🗨️

Feedback

tykenn
15. Apr 2024 · 06:17 UTC
I love the weird characters and animations. It's kind of hard, and for trap-based fighting like this, I wish the camera was a bit further back so I could see the enemies and time the detonation right.
WubbaDuck
15. Apr 2024 · 06:24 UTC
Getting the timing right while baiting the baddies through the trap locations meant that I almost always had to take damage to do damage. And the teeth spitters with their wall hacks was tough to deal with.
LDJam user 5243
15. Apr 2024 · 06:47 UTC
The characters and animations really reminds me of the Little Big Adventure games. Really cool. I think oneshotting the enemies would have been better since I had real trouble lining them up and firing at the right time. Cool entry though!
LDJam user 391347
15. Apr 2024 · 12:22 UTC
Difficult! I couldn't figure out how to reliably kill the tooth spitting guys. Also found a bug: Killing an enemy while he's punching you can crash the game with the error "Attempt to disconnect a nonexistent connection from 'Skeleton3D:<Skeleton3D#158561470085>'. Signal: 'bone_pose_changed', callable: ''." in the console log.
🎤 Phlip45
15. Apr 2024 · 16:15 UTC
@tykenn @wubbaduck @daandruff @zowie Thanks for the feedback! Playing it again I realized I left some testing code in that made the runners more difficult than they needed to be. I added a quick bugfix to clear that up. The toof balls were difficult because they had too many patrol points it looks like so I fixed that by reducing them to two points, so they should be more predictable now.

@zowie As for that crash, I can't seem to recreate it and I don't have any signals connected the skeletons, so I'm not sure what could have caused it. I tried several times to kill them just as they were punching me, but it might be a very narrow window where it can happen. If you could let me know what OS you were using (MAC, Windows, or Linux) so I can look into it further I'd appreciate it.
LDJam user 391347
15. Apr 2024 · 16:20 UTC
I only had it happen once to me, it might be a freak accident. I'm on Linux Mint, x86_64, but it doesn't impress me as a platform-specific bug, just an unlikely-to-trigger one.
Sicosiber
15. Apr 2024 · 17:25 UTC
This is a fun Game! I like the lil traps and such! took me a little bit to figure out how the game worked, but I got the hang of it pretty quickly! It was a really great thing that the running guys occasionally stop because otherwise I would have had a really hard time!
Only real feedback I can give is that the tooth-ball guys don't ever really follow you so its hard to make them walk into traps. Some sort of way to control/influence their movement would have been fun!
The art style was definitely my favorite part of it though, fit with the music super well!
Owtuvammo
15. Apr 2024 · 18:36 UTC
I will echo @daandruff and say that I think one-shotting enemies would be better here, but this was a weird and wild time.

I quite enjoyed the toof boy saying "ouch" when I damaged him, the music was zany and fun, and I don't know if anyone else noticed that you can kill yourself with your own traps!
🎤 Phlip45
15. Apr 2024 · 19:11 UTC
@owtuvammo I think I need to do a better job of instructions in the future haha. You can charge your summoning circle by holding down the set button and the more you charge it the more damage it does, to the point where you can one shot them. Alternatively you can also just stick 3+ circles on top of each other to do more damage that way (though it doesn't look as cool and takes longer).

The toof ball was so fun to animate =P, thanks for playing
LocksmithArmy
15. Apr 2024 · 19:44 UTC
thats alot of fun, thanks for the upload :)
tinykidtoo
16. Apr 2024 · 03:54 UTC
I had a lot of trouble getting the enemies to be in the fire well it was going off. Seems the timing is rather tight. I liked the vibe of the music and characters.
6Knowledge
16. Apr 2024 · 10:34 UTC
Animations and graphical style were interesting, but everything else kinda fell flat. The hitbox on the summon circle was ridiculously narrow which kinda made spamming the best strategy.
minjutin
16. Apr 2024 · 10:34 UTC
The 3D-models are really funky, good job at creating a 3D-game!
schwede
16. Apr 2024 · 17:53 UTC
Thank you for watching the stream and sharing your game with us.

Be THE magician who sends the nasty villains into oblivion. But always watch your hat, lest they catch you!
Nazorus
19. Apr 2024 · 12:39 UTC
TOOTH!

That was pretty fun, kudos for making fully animated 3D characters for a compo game, complete with music and sound effects. I really liked the goofy animations of the main characters and the squishy tooth guys, and the visual effects for summoning circles are pretty neat.

My only complaints are the locked camera with a fairly narrow FOV, it makes it hard to anticipate where enemies and projectiles are coming from, and that it can be a bit frustrating to time the traps properly, maybe it would feel better if they were a little bigger.

Great submission overall, and congrats again for doing the compo!

EDIT: I'm just noticing now that your screenshots show much bigger summoning circles, mine were always the minimum size even when charging them, is it a bug or did I miss something?
yule4ka
19. Apr 2024 · 12:39 UTC
The game is great, but something missing for me. The idea of killing enemies by setting runes and remote activation of runes is interesting, however, for all enemies strategy is the same - maybe the variety is missing. The music and atmosphere is perfect!
🎤 Phlip45
19. Apr 2024 · 16:38 UTC
@nazorus The bigger circles were part of the balance changes that I added after the jam. 3 lines of code that just scale the x y and z based on the charge count, so judge that how you want. If you want to give it a try you should see there is a Start Balanced Game button on the main menu. Thanks for playing!

@yule4ka I agree. I'm definitely missing an objective for the player to do while they are being attacked. I tried focusing on graphics this jam more than other things because I recently got into using blender, but fully rigged and hand animated models take time, haha! Thanks for playing!
Spexxilove
21. Apr 2024 · 15:14 UTC
weird characters and weird sound for a weird game. the visuals definitely make a big difference in this one.
I like it^^
bentglasstube
23. Apr 2024 · 07:10 UTC
the vibes of this game were wild and I was loving it. the camera was a little bit of a hindrance in some places. It might have been better for it to be further away or maybe have the distance controllable. Trying to bait the teethmen was frustrating but fun. I never figured out any sort of goal, I just wandered the labyrinth fighting the monsters. I don't know if that was intended, but I had fun with it.