Fuse Lit! by pdotjpg
Whew! After most of the weekend being stuck in bugfixing and writing increasingly spaghetti-like code, somehow managed to crawl past the finish line and submit my third Compo game in a row!
FUSE LIT! is a small puzzle game about fuses, explosions and getting away from said explosions. Very tiny, very quick to play through. Hope you get a kick out of this janky little prototype.
CONTROLS: WASD or Arrow Keys to move R to restart M to mute

| Link | https://pdotjpg.itch.io/fuse-lit |
| Link | https://pdotjpg.itch.io/fuse-lit |
| Original URL | https://ldjam.com/events/ludum-dare/50/fuse-lit |
Ratings
| Overall | 70th | 3.927⭐ | 43🧑⚖️ |
| Fun | 77th | 3.893⭐ | 44🧑⚖️ |
| Innovation | 39th | 4.107⭐ | 44🧑⚖️ |
| Theme | 161th | 3.917⭐ | 44🧑⚖️ |
| Graphics | 216th | 3.69⭐ | 44🧑⚖️ |
| Audio | 159th | 3.561⭐ | 43🧑⚖️ |
| Humor | 325th | 2.7⭐ | 37🧑⚖️ |
| Mood | 156th | 3.575⭐ | 42🧑⚖️ |
| Given | 32🗳️ | 52🗨️ |
My major critique which made me stop the game (around level 5) is I couldn't figure out the puzzle dynamics. When can you push a cable and when can't you?
Notes
* Space bar does something weird (bug?)
Every level brings something different and another way to play with the cables, really clever ! Amazing entry, I had a lot of fun !
@christian-zommerfelds You're right that the rope behaviour is not so clear. Visuals and better tutorialization would help a lot here. Didn't have the time sadly.
@eaglev You're right about the last level. The mechanics were asking for a larger level where you can really stretch the rope out, but the level requires more work for an interesting puzzle to actually emerge. Unfortunately , I had critically little time for level design.
@puree-adventure Glad you enjoyed it so much, it's so so nice to read about your fun experience :) Wasn't expecting such positive feedback for this one.
I discovered mechanics while playing and it made me feel smart.
Cool visuals and effects as well. Very solid job for a 48h game!
My only wish would be a tutorial where player could learn about basic mechanics, but that's totally forgivable for a compo game. Well done!
I was recording my playthrough of your game so here’s a link in case you’d like to see it
https://youtu.be/gFusdrtgKRk
Your game starts at 30:50
@caudatecoder It's so nice of you to do this! Really interesting to watch. Thank you for sticking with it despite the bumpy start. Regarding tutorials: I really want to avoid explicit (verbal or visual) tutorials, instead setting up levels where the player learns by doing. Your playthrough shows some flaws in the current level design (particularly level 2). So thank you for that. Such valuable information.
As some other comments mentioned, it was a bit weird to know when you could move a line or not. It becomes obvious the more you play, but maybe some color coding could help.
But you should consider a little nudge about the difficulty curve. I find the level before the last is the most challenging and the last level is a little more satisfying than every other levels so I think it would be better to let the player see everything or get to see the best part of the game a little easier.
Maybe the fact that you can move and extend the fuse could be conveyed better (I got it reading some comments, to be honest) but once you get the mechanics of the game, it really fun. The challenges are smart and are well layed out in terms of difficulty and both audio and visuals are really good.
Kudos!
PS: I'm tweeting about games I play from this jam. Here is yours: https://twitter.com/TheAntonSem/status/1512510881673981966
I did encounter a strange bug in the last level where if I stretched the fuse into the right position toward the bottom, it would actually merge two sections of the fuse with a weird graphic, and the fire would sort of "jump" between the two pieces of the fuse. It's kind of hard to describe; I wish I'd caught a video. It wasn't a game breaking bug; I still managed to finish! It was just odd. Thanks for a fun entry.
@antonsem Really cool initiative, I appreciate it very much :) I wish I had time for more content, yeah. I was struggling with the coding side for so long that in the end I had like 2 hours for puzzle design, haha.
@cppchriscpp Thanks for the in-depth feedback! Interesting point about what you thought the rules about extending the fuse after lighting it would be. Something I didn't consider. In general, the take-away from reading the comments is that more tutorialization is needed. It's an interesting but slightly unintuitive (highly unrealistic) game mechanic.
I'm aware of the bug and kinda know what's causing it. Sadly didn't have time to fix it and was hoping it will be enough of an edge case to not cause too much trouble. Sorry you encountered that, but thanks for reporting!
Fresh puzzle game idea and well designed levels. It's probably the most impressive achievement as I've also tried to submit puzzle games but it's too hard to present even a few amount of different levels. As other people say I'd add a little bit more of explanations, or as you say, simple tutorial oriented levels. Also, big fan of music and visuals. Theme used on a thorough manner.
Nailed entry!
I really loved this, top marks!
I like that the blocks regenerate on restart, so it feels different every time
@jackaljk You're right both about the unintuitiveness of the central mechanic and the picured level. Too much new information packed into a single level.
@brotherst @oneowerse I'm really happy to read the words 'mind-bending' and 'surprise' in your comments :) It's the feeling you hope to give with a puzzle game.
@the-neon-shark Feedback and explanation about how exactly the fuse pushing works is the biggest flaw of the game right now. I think your point about it limiting player creativity is really accurate and well said. In a puzzle game, you want the player to wrestle with your puzzles, not your ruleset.
@krammetje I love Stephen's Sausage Roll, so it's nice to read that comparison :)
I found one bug with fuse pushing. It happened to me in level 3 and the final one, but I think it's related to how you detect if the segment can be pushed, so would happen in any other levels if there's space to do it. If the end of the fuse is next to another segment, instead of lighting it up the end segment gets pushed and the fuse gets disconnected into separate pieces (see the video after 01:05).
https://www.youtube.com/watch?v=UCogTkYNEgQ
It doesn't break the game, though, as you can light the fuse by standing on the second segment and it works as expected (other than the flame continuing through disconnected segments, but that was fun to watch ;) ).
@lcstark Thanks for the really thoughtful feedback and the video! You're absolutely right about transparency of the rule. Some sort of visual feedback would help. And I was aware of that bug, but thank you for the detailed report anyway. You're right - it's about how I keep track of the segments. It would be a non-trivial thing to fix and I was sorely lacking time.