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Playin' With Fire's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #1 | 4.333 | 4.333 |
| Concept | #2 | 4.381 | 4.381 |
| Overall | #3 | 4.155 | 4.155 |
| Use of the Limitation | #12 | 3.857 | 3.857 |
| Presentation | #14 | 4.048 | 4.048 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
4
Software used
Godot, Aseprite, Ableton
Use of the limitation
Each day adds a new and unpredictable rule to the gameplay
Cookies eaten
4
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Comments
The gameplay loop is so addictive and extinguishing the fire is so satisfying! I don't know how much time I spent playing this game, but probably more than I'd like to admit
What a fun and challenging little game! I managed to get to day 8 by trying to get into a corner so I could spray a ton of water at fires without getting pushed back too much. The "break a key" rules always got me, and after my second attempt I would always reroll for anything except that.
Wow, thank you so much! Glad you liked it.
A really good game, a simple concept but executed brilliantly :D
Thanks so much
Put a lot of effort into it and very hapoy to hear that you’ve enjoyed it. Despite the seemingly simple concept we really severely overscoped, and had to cut many parts of the game. We did spend many sleepless nights trying to add as much stuff as we could, and I think that’s a big reason why we got so much content in such a short time frame (we had like no upgrades done around the last three days). Despite this I think we managed to make the best out of it. Timewise, we spent a whole two days just adding full controller support to the game, but I think small tweaks such as that, that seem totally meeningless are what really makes your game stand out in the end. Again, thank you so much for your kind words, have a good rest of your day :P
Damn this game is incredible! Loved the art style, the music, the controls, 10/10 game! (Also I like that each of your team members ate 1 cookie each)
Thanks a lot !
The cookies were good ! Overall just thank you so much for your very kind words. We spent way to much time fine tuning prettt tiny things, just to make the experience better for the player, but I think it payed off in the end. Again, thanks so much, so happy to hear that you liked this game and hope you have a good rest of your day :P
Fun game! I like the concept and use of the limitation. The spraying recoil felt a bit too strong to me, and the art could be more vibrant but overall good job!
Ye, we kinda toned down the saturation to have more specific things pop better, such as the water. Happy to hear that you liked it though :P
Spraying the fire is so satisfying... amazing juice and polish! Also, really dang challenging; my best is level 7.
It could just be me being bad at the game, but it feels like recoil is calculated kind of weirdly? Sometimes I would stop moving and just shoot, but my player wouldn't get knocked back in a straight line like I would expect. It feels really slippery.
Also... a game about "wild" fires... I see what you did there :P
Yeah about the knockback, I added a jitter variable in code so it the water doesn’t always push you directly straight back. I thought this would make the gameplay more clumsy, but it seems like it just made it more frustrating. It’s definitely something we want to fix in the future. Also glad you noticed our “wild” implementation :) Thanks for the feedback!
One of the best games I've played in this jam, the mechanics and movement is so flawless I barely see any bugs, the art really fits the gameplay style and it's just so satisfying to play.
THANK YOU! Love to hear it. Spent many sleepless nights making sure to add as much as we could.
I love the way you implemented the limitation on this game! On my first run I got a lot of movement speed up and lost my W & A keys, so slowing losing more and more control of my character, but learning how to make better use of the main hose mechanic was very cool. Unfortunately I ran into some pretty heavy audio bugs on Chrome, but a Switched to Edge & had no issues over there, so it could just be Chrome lol. On my next runs I made more use of the reroll mechanic & it was cool experimenting with which rules I wanted to stick with. Great job team!
THANK YOU
Really happy to hear you enjoyed our game. Have noticed serious audio bugs and controller bugs (yes this game supports controller) playing on many different browsers, but haven’t tried edge yet. Glad to know that it might work better there, although I personally take a stance against it when I can. Had a lot of cool ideas for upgrades we could add, but we really overscoped on them and despite many sleepless nights we didn’t have time to add them all. Really looking forward to update this game in the future !!
This was fun! The sound design especially I found was done super well.
Thank you! I had to try some weirder approaches to get the fire sounds on this one, but it was a fun challenge.
It's fun. I did notice some audio issues when there's a lot of fire though.
Thanks!
Have noticed that when there is a lot of fire, the sound spawners aren’t properly despawned (not just a godot issue, an issue with other newer gameengines such as bevy aswell). But I believe that either running the web build on edge, or downloading the build for your device platform (most likely windows, but could be cool to add an android build to). Either way, happy to hear that you liked the game, and we will continue working on it to try to iron out bugs such as this one, and also add content we haven’t had time to add yet (despite many sleepless nights).
Okay this game is literally FIRE! The music was AMAZING! The gameplay was crazy fun. Very high energy and exciting! 5 stars for enjoyment and concept! My only gripe was the lack of unpredictable rules. Yall knocked this out of the park! Keep up the great work! The title music was so fire I had to do a little freestyle on it. (1) Playin' with fire freestyle - Twitch
Glad you liked it, and yeah Crazed has always been a really talented music composer haha. For the unpredictable rules, they were supposed to be the card things, like "darkness" and "double trouble" to name a few, that you see at the end of every day. Sorry if that wasn't clear enough, but I appreciate the feedback.
I'm glad you liked the music! Big respect for the freestyle! Like a can of spray paint
Super fun and great polish. Not sure if it's the game, but I experienced a glitch that darkened the game window enough it was mostly unplayable, starting right before I beat the first day.
Is this sorta what you are referring to? I think that is an issue more so on the itch page side of things as opposed to the actual game. If so, I would just recommend fullscreening or downloading the game, that should fix the problem (if that's what it was).
Nice game! I like the art and concept of rerolling.
Cool to hear
We came up with the concept of rerolling kinda inspired by inscryption (even though I don’t think it has any rerolling) just some image in my head of a card from inscryption with a reroll button next to it makes sense. We were initially thinking of the very stereotypical “you get three upgrades and pick one” style of upgrades, but I’m happy we moved away from it, because it lets us stand out a bit more. Also the whole buff/nerf part was pretty much fully inspired by tf2, how their weapon buffs work. We just though something that would be pretty much devastating, and that counter that with the technical opposite as a buff. So you lose a key (get crippled) and get double speed to sort of counteract it. I honestly love how the gambling addict turned out, as it just gives you two rerolls, but you cant use any rerolls on the next day (pretty much the opposite of getting rerolls, but not the direct opposite). So it still feels interesting and not just the usual boring stat buff (like +50 hp or +50 dmg or +5 speed or extra range etc).
Amazing game! The art is awesome and the firefighting impact feels incredible. Loved the roguelike elements.
Amazing !!
Cool to hear that you liked the art, honestly was the most fun part of making the game, as the character was so small that I really could play around with the animations for him. Greg (of course he has named it, why wouldn’t he have named it at this point). Have definately taken some heavy inspiration, initially we intended to have that very stereotypical rougelike upgrade card system, where you get to pick one of three upgrades at the end of a round (or here at the end of the day). But ended up moving away from that so we could stand out a bit more, and because it also wouldn’t be “unpredictable rules” if you just got to pick which one you wanted. That’s why we added the system we have now, where you could reroll. Initially the idea was that we were to make it clear to the player that the three rerolls you had were per game by just having a text above rerolls saying just that, but we removed it after adding a bunch of things that could give you more ( to sort of balance out the fact that the new player would be out of rerolls directly, and that if you saw “+2 rerolls / no rerolls next day” you would get that they are sparse much clearer).
I would've loved it if you had played with the knockback mechanic a little more, like using it for proper schmovement. As it stands it's kinda just frustrating, but the concept itself is great.
Thanks for the feedback, that was something we definitely tried to experiment with, like with the "lose a key" rule it forced you to use the knockback more often for movement. But I get it, the knockback can be annoying some times, I would say we never really found the sweet spot between funnily uncontrollable and fun gameplay. Glad you liked it though.
Very fun game, especially enjoyed the backwards push from the water to make movement more interesting. Feels overall very consistent finished. Great work!
Very happy to hear that
Love to hear that you’ve enjoyed the game we’ve made. We thought a bit to late that it really could have been cool to just have the game be about just the backwards push from the water to move. Like those shooter games that make it into gmtk each year. But then maybe it wouldn’t stand out as much, but that might not truly be a problem. Was to be honest a really fun project to have worked on, and can’t wait to start working on an update for it (maybe we can eventually even bring it to steam)
This was fun! I like the art style, I think the pixel rotation. The movement was very slippery, which felt somewhat appropriate for the water recoil, but I would probably try playing with a controller next time to get a better handle on the movement.
Very satisfying gameplay and cool music!
Love to hear it!
Very glad to hear that you liked our game. We poured in a lot of effort in order to make this game reality, but I know some values might need to be tweaked, and I also know we severely overscoped (which isn’t very clear at first sight, as we spent many slepless nights trying to fit as much as we could in the limited time frame we had). Been a long while since I made a game on an 8x8 tileset, and I think the art turned out pretty nice. I was to be honest a bit scared that I wouldn’t be able to fit the character into such a small space. On the other hand though he was much easier to animate than before, which meant I got to be a bit more playful with his animations. To be truthfull I think that was the most fun part of the whole game jam, just making little fun animations for the character, Greg ( of course he has picked a name for it :P )