Firebounded by tucan
TEAM:
Code: Me
Graphics: RSR
TITLE: Firebounded
STORY: A paper princess is kidnapped by a powerful pyromancer and taken captive by casting a spell that binds her to a ring of fire. She decides to escape and try to break the evil spell...
CONTROLS: To move use your left and right arrow keys. Jump with space bar. If you want to run press the shift key (you won't need this much).
That fire spell will really limit the space for you to move... good luck!
Our team did not make the music, we got it from opengameart and was created by HorrorPen.
https://youtu.be/rg1ol9dZNlg
| Link | https://tucangames.itch.io/firebounded-ldjam54 |
| Original URL | https://ldjam.com/events/ludum-dare/54/firebounded |
Ratings
| Overall | 846th | 3.241⭐ | 31🧑⚖️ |
| Fun | 974th | 2.857⭐ | 30🧑⚖️ |
| Innovation | 152th | 3.946⭐ | 30🧑⚖️ |
| Theme | 139th | 4.286⭐ | 30🧑⚖️ |
| Graphics | 595th | 3.586⭐ | 31🧑⚖️ |
| Mood | 467th | 3.643⭐ | 30🧑⚖️ |
| Given | 21🗳️ | 34🗨️ |
I also really like the art, reminds me of old RPG Maker games, the level with a bunch of assets in the background really reminds me of the toybox room in IB.
The music has a cool vibe, but did get a bit grating maybe grabing another of a similar vibe and using it to break up the music could've given some rest for the ears.
Only real criticisms I have is a lack of feedback in things like SFX, and while the main mechanic working the way it does is import to the gameplay, it did feel a bit janky at times. Maybe some acceleration and decceleation could make it feel slightly less janky.
I really enjoyed this game, Great job!
The idea is very unique, but it feels like I need to stop playing every few seconds. It felt a bit frustrating.
@cooldry77 I'm glad you like the little detail of being able to shortcut the levels once you got used to the mechanic! Also, you are totally right that we need to add SFX and more music.
@diego-teran I'm also named Diego! Several people have mentioned what you are saying about having to stop and we think it is due to the Princess being too fast. We are going to tweak the player move speed on a next version and we hope that will make it better.
@pete-valeo thanks for the message! I am glad you enjoyed the rhythm and timing mechanic!
@snesgaard We have heard similar comments, we believe it might be that the Princess in the version we submitted for the jam is moving too fast which makes it hard for some players to keep the game pace, we are going to tweak the character speed and smooth the ring's movement.
@beeb-gamecodecompany Thanks for the message! Tweaking the character speed will probably help avoiding stopping as much and help the game feel smoother. We are planning to add more levels like level 3.
@xry We really appreciate your honest feedback and to be honest we really like your suggestions of trying to add more dynamism to the game loop by briefly removing fire ring, we are discussing on different ways to introduce this mechanic that also would make sense with the game story.
@owca Thanks for the message! We are glad you like our game!
@igor-fam We have been seeing people mentioning this, we think adjusting the player speed and making the ring movement smoother will help with this case.
We will be trying to play all your games during the week!
For a game like this, you really should have a snappy death animation and a quick reset, especially when I'm expected to start all over again, with no checkpoints and relatively long levels. At times I had to wait nearly a minute until I felt confident enough to clear a gap where an enemy was roaming. The game could definitely use more speed across the board. I was not able to clear the second level, it was much longer than I anticipated, despite being able to sort-of-reliably reproduce a skip.
The art and music are nice, and I like the story and use of the theme.
I really like the player animations, especially when jumping or burning.
But wow, I am very happy that I am not a paper princess caught in a ring of fire! I am too impatient, and it gave me a lot of stress, having to be so careful. It was quite frustrating sometimes, because it was not enough just to be careful! Sometimes there were unpredictable situations: a deeper fall or an unpredictable enemy. In those cases it felt often unfair that I had to start all over again. Some checkpoints would have been nice, since the levels are quite long for such a unforgiving game.
I generally don't like jumping with space, and would have like to use the up arrow for this. Also, sometimes on the edges of a platform jumping didn't seem to work, while it looks like the player character is still somewhat on the platform.
Level 2 took me very long. At some point I was quite frustrated, but later I started to like the mechanics more again, developing some speedrun tactics for certain parts. Eventually I found a way to skip the first bit of level 2 by going to the right immediately at the start at the right timing of the growing of the ring of fire. :smile:
But... I did it!

Overall, very well done!
Beautiful concept and art I thought, and even though you didn't make it yourselves, I thought the audio choice was smart in tying the mood of the whole thing together. Your world is definitely coming together beautifully here, and it feels like it could be a wonderfully emotional journey.
That said, I feel like at the moment, the fire ring itself is a little too hard to work around to be a 'fun' challenge for the player at the moment - my play experience was pretty frustrating unfortunately. From what I could tell, the ring didn't harm enemies - that might be a nice way to offset the limitations it imposes? Even just giving the player some 'health' (3 chances or something) might make it a little easier going to start with.
All in all, this was a really brave and innovative entry - I hope you keep going with it.
@natano Thanks for the great comment! We are really happy the game resonated with you and even brought some nostalgia! That is amazing! Working on this game jam was a lot of fun and quite a bit of work, especially with the timeline we had to make some tough calls on what we needed to leave out and what rough edges to leave there. Regarding the improvement you mentioned, we found some bugs on the version we submitted for the Jam which may be causing that problem. On our current development version the game-play feels a lot smoother!
@papaver We are glad you liked our game and thanks for leaving a great comment! We are really happy you liked our game, we can see you are really persistent! We are taking feedback into account, because we want the game to feel challenging (and we know it is never fun when a game feels unfair) so on our development version we tweaked the player's and ring's movement, we tweaked the jumping code on the edges of the platforms, and finally we also added checkpoints!
@lachlan-james Thanks for the great feedback! We want to keep extending the game world, story and characters! The feedback we have been getting is awesome, we know the version we submitted for the Jam had rough edges and a big one was starting off with a very high difficulty level, on next versions we are going to make it progressive so that the game feels better. Our development version now have checkpoints, which makes the experience feel a lot better.
A lot of my other thoughts have already been noted by others, but I'll say anyway: having to move with the ring of fire makes the platforming pretty slow, so it's pretty frustrating to die. You'll probably want checkpoints or major character/hitbox tweaks, but you already know that.
Really nice game overall though!
@tao-yuanyue I am glad you liked the game and the game mechanics, we are working on an improved version where we added checkpoints and it feels less punishing. I love puzzle games and will definitively give yours a try!
@lemontyseven I'm happy to hear you enjoyed our game and even reminded you of another game you liked! We are going to keep working on this game and we hope to have an improved version soon!