EMBERS WILDFIRE by einfach
In the endless blaze of the mountain, you play as a redeemer trapped in a cycle of fire. The gods have given you a mission: collect the fire seeds, and save the mountain. Starting from the foot of the hill, you climb upward, racing against the rising red line of death. Each ember you collect seems to bring salvation— until you discover the truth: the fire was born from human hands. gameplay:
GAME CONTROL: MOVEMENT:A W S D MOUSE CLICK*
this is a LUDUM DARE game jam project
Inspired by the real tragedy of the Pat Sin Leng wildfire, this pixel art narrative game explores NARRATIVE AND GAME DESIGN. With no jump mechanics, only movement, collection.
this is the first time we made a game,we did our best to give the baby birth.lol.
在无尽的山火中,你是一位不断攀登的“救赎者”。 神给予你使命:收集火种,拯救山林。 你从山脚出发,逆着不断上升的“红线”前进,拾起散落的火光。 然而,当你终于触及“火种”的真相
灵感来源于真实事件——八仙岭山火案的报道
特别感谢:重重电波播客栏目组对于八仙岭山火事件的报道。
SPECIAL THANKS TO PODCAST CChongRadio
Pat Sin Leng wildfire https://podcasts.apple.com/cn/podcast/e46-%E6%B6%85%E6%A7%83-%E9%A6%99%E6%B8%AF%...!


| ITCH | https://pancakerover.itch.io/embers |
| Original URL | https://ldjam.com/events/ludum-dare/58/embers-wildfire |
Ratings
| Overall | 620th | 3.174⭐ | 48🧑⚖️ |
| Fun | 691th | 2.75⭐ | 46🧑⚖️ |
| Innovation | 600th | 2.864⭐ | 46🧑⚖️ |
| Theme | 262th | 3.88⭐ | 48🧑⚖️ |
| Graphics | 519th | 3.38⭐ | 48🧑⚖️ |
| Audio | 241th | 3.533⭐ | 47🧑⚖️ |
| Humor | 641th | 2.244⭐ | 41🧑⚖️ |
| Mood | 196th | 3.87⭐ | 48🧑⚖️ |
| Given | 43🗳️ | 84🗨️ |
I found the animations pleasant, especially the one that was a pre-rendered animation (I think?), where the player is walking up the mountain from the left to the right (where the player character looks more cartoon-ish), that animation had a very nice landscape and scenery in the background!
Here's some of my feedback regarding the "game" part of your game:
- the intro text was cut off, the first letter of each line was off-screen, although I was still able to read the text fine
- I found the initial mountain climb & ember collection to be fun, I liked that the red bottom border engulfed the screen at the end of that climbing section, that felt cool
- during the part where you had limited time to collect all embers in the "maze", the timer text was aligned vertically from top to bottom, each character being on another "line", which made it hard to read the time and was a bit distracting because it was overlapping the maze game. Also there was one ember in the top-left that I couldn't collect because both entry gaps where too small for the player to fit through, not sure if that was intentional as I didn't lose, but I found that to be confusing.
- I liked the (gruesome) animations of the people burning, it set an intense mood and a feeling of urgency. Although I was kinda hoping to be able to "save" them by walking to them haha
- in the later part of the game, there was a change in story-telling style, where the story text looked different from the start of the game (pixelated font, click to continue), and the text moved on way too fast for me to keep up with reading (maybe I'm a slow reader :sweat_smile:)
I found the style throughout the game to be inconsistent, making it a bit hard for me to properly "feel" the story. There was pixel-art (the mountain in the intro, the controllable player sprites, pixelated font) then there was a different character style (more round/cartoon-ish). I feel like the game would have benefited from a more uniform art-style.
Your style of story-driven game, mixed with quick interactive sequences is unique and very interesting to me, I hope you continue on your path of story-telling game-design!
I like it that you used your game to tell a story! It made me checkout the 1996 Pat Sin Leng wildfire on Wikipedia, so I learned some (tragic) history today!
I’m really happy that you liked the animation that I made, because I actually work in the animation industry.
For the points you mentioned, they’re absolutely right — most of those issues happened because we ran out of time.oops. The font my team used couldn’t be opened properly in my Adobe After Effects, so I couldn’t fix it before the deadline. I originally planned to rework everything in the past couple of days, but due to my job, I had to let it go for now.
This was actually the first time that three of us made a game together — our programmer was using Unity for the first time, and it was also my first time doing game design. That’s why the style leans more toward narrative. From the beginning, we just want to finish a game , and honestly, we did it — though it’s admittedly quite rough, lmao.
We’ll definitely keep exploring game development in the future, and I personally plan to learn more about narrative design and gameplay balance. Thank you so much again for your kind and thoughtful feedback!
I like rendering glitches, so, intro section was very vibey, gameplay was maybe lacking a bit.
Thanks for making it! Good luck in future games :smile:
I also enjoyed the gameplay - finding the right path under time pressure. However, on the last level, I believe I was not able to collect an ember in the top left side of the screen, due to being blocked by the walls.
The text towards the end flashed too quickly for me to be able to read everything in time. But it was an interesting message.
Overall, a great submission. And keep in mind, the LDJAM Rules allow you to update your game with small fixes - as long as you don't add new features. If you have the time, you could consider it.
If time allows, we’ll do our best to continue updating it.
Great stuff, keep it up!
Some text is very long but disappears quickly, and you can probably understand what you mean through the image.
However, adding a bright background to the text, or having an extra unburned wooden board, would probably be better.
The interaction is simple, and the fault tolerance is very high. I passed it on the first try, which is great!
Still, very nice concept and game!
Maybe, you should consider using the same color palette for all parts of the game. Intro part seemed black + red + orange to me, while the action part is mostly black and white.
提个小建议,结局的图像和文本切换有点快,并且在最后一句的时候有个中文句号 :P
我已经在相机移动前加了三秒的缓冲时间,但是显然等玩家操作后再移动会更好。

对这个题材,我认为游戏的收集余烬玩法是契合的,追求可玩性未必是件好事。但我不解的是,游戏里有一段美术风格统一、精美的2D步行模拟场景(见附图),为什么不把玩法整合到这里呢?参考《奥日》的银之树逃亡,我们完全可以在一个2D平台游戏里传达和现在这种俯视角步行相近的紧迫感。虽然在山火这个题材里主角的机动性或许不能太强,我自己也没做过氛围感强的游戏而不确定可行性,但我真的本来很期待这会是个很好的作品。
这样的游戏很有意义。祝你们下次能做得更好。

The text at the end scrolls by way too fast to be able to read it. I played the game twice but still could not read all of the text.
The moment I first saw the burning person on the ground really shocked me. Even though it is pixel art, this struck me!
The pixel art animation of the person running up the hill in the middle of the game looks just awesome, really well done!
The gameplay is good, nice and simple, but at first - without reading the instructions because I accidentally skipped them - I tried to avoid the fires (as you would in real life) and was surprised that I could not get out at the top. Why would you even put an "end" up there when the real end is the last fire to pick up?
The same thing is true for the last level where there is an exit at the top and you instinctively think "I'm going to collect all first, then exit up there" but again, the game ends when the last fire is picked up. Close the opening at the top in this case, it is a red herring otherwise :-)
I love that you put in a real message here. People dropping cigarette butts is a real problem. I salute you for that. Again, I suggest to really ride that out and have the screens at the end on for at least a couple of seconds, preferably until I as the reader hit SPACE or click with the mouse to continue. Then everybody can read at their own speed, like at the beginning of the game.
This game really feels like Conway's Law at play. You are three people and I can easily identify (I think) which parts everybody worked on because they were so different. The animation styles, the pixel art in the middle, the gameplay with the two different kinds of levels. A mixed bag of game elements. They are related by their theme, so I actually don't mind that. It is kind of charming for a Jam game to see what different people have done, but it was so noticable that I wanted to mention it :-)
Overall still a great game, even though my review might come of as critical, depending on the mood you are in at the time of reading it. But I really enjoyed this game. Great job and really just a couple of minor things to tweak on the UI side, so no big issues really. Keep up the great work and thanks for this cool game!
Regarding the text issue, thank you for pointing that out — we’ll take another look in the next couple of days. We fixed a similar bug before, so we’re not sure why it popped up again.
And about the exit issue — that’s a really great idea! We’ll share it with the team right away and make the adjustment. Thanks again!
My main issue was that sometimes the text scrolled way too quickly, especially in the final scene and kind of disrupted the mood of the message. I would have preferred it to be slower like the premise.
We will fix the speed problem for text.Wish we can creat a better game experience.
Congratulations for finishing your first game and being able to have a working web build!!!