The Results!

Thanks everyone for playing and rating my game! It means a lot that people would spend time playing my game and giving feedback. I feel like I've already become a better designer! Anyway, let's get into what I've learned, and the scores...

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Fun (1640th)

This... was kinda expected. It's not that good of a score (3.12/5), and I think that either came from the game being too confusing (due to the lack of a tutorial), the length of the game, or just it not being fun to some people. In version 2.0 (not out yet, I'm working on it...), I already added a tutorial and significantly decreased the length of the game, from 500 seconds to 370.

Innovation (1288th)

Apparently keeping a fire alive had already been done before. I saw a lot of other games with this theme, and there isn't a problem with it! It's a good idea, but I probably could have made it something creepier. Not to mention a point and click survival horror game wasn't too innovative either.

Theme (694th)

I'm pretty happy with this one! I'm glad it resembled the theme.

Graphics (1841st)

...I should of just done pixel art. Well, I had fun drawing it, so whatever. It's staying!

Audio (366th)

Pretty good! Despite there not being a paper pick-up sound and only one ambient track, I'm glad people liked the reverb and sounds!

Mood (137th)

WOAH! I was not expecting the mood to be this high up! I'm glad I was able to convey the mood of the game well (even with only one ambient track)!

Overall (960th)

I'm glad people liked it and enjoyed it.

Post Jam Version (2.0)

An update to CaveFlame will be released. The update will be applied automatically when you restart CaveFlame. The major changes include: - Menu, Intro, and Ending Music - A tutorial - New ambient sounds - Shorter game time - A reworked ending, as well as a second one - Other small changes, like the valve turning dark when it cannot be turned and not being able to leave when it is in the Fire Room instead of dying - Cheat codes(?) (maybe... there's not a lot of fun cheats to do with this though)

I'm not turning this into a $10 commercial game with a $50,000 kickstarter budget. Although, making it mobile wouldn't hurt...

Anyway, thanks for reading! Here's the game if you want to check it out!