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BRUSHFIRE's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Aesthetics | #2 | 4.462 | 4.462 |
| Overall | #6 | 3.831 | 3.831 |
| Writing | #7 | 3.769 | 3.769 |
| Polish & Release | #9 | 3.615 | 3.615 |
| Use of Themes | #9 | 4.000 | 4.000 |
| Gameplay & Mechanics | #14 | 3.308 | 3.308 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Artistic Statement / Use of Theme
With "BRUSHFIRE", we wanted to tell a story about climate change that felt personal without pretending the solution is simple. The game’s central conflict is rooted in two opposing worldviews: Reini, an apprentice guardian sent to protect the Canadian boreal forest, believes that healing can start with a single act or a single person who chooses to care. Smokestack, on the other hand, embodies the idea that no individual effort can make a difference. He is the manifestation of collective human greed and excess, and he thrives because he believes people will never change.
Smokestack doesn’t destroy the forest himself. He doesn’t have to. His strength comes from inaction, from the way people delay, deflect, and give in to convenience. To him, Reini’s determination is not just naïve, it’s insulting. He sees the wildfires as inevitable. But Reini chooses to act anyway. Through its painting mechanics, dual-mode gameplay, and the story that unfolds, "BRUSHFIRE" will try to challenge players to consider the cost of doing nothing and the power of doing something.
Development Summary
Originally, the project was imagined as a top down experience where the player would paint away natural disasters and guide animals from a more removed lens. One of the biggest changes was moving from an abstract concept to a clear story with defined stakes. As prototyping went on, the team came to the conclusion that bringing the player down to the forest floor would give more impact, making it into a 3rd-person adventure game. From this, Helios and Reini were created from discussions about mentorship, burnout, and generational responsibility. Smokestack was meant to be the antithesis of this, the literal manifestation of unchecked industrial ambition and greed.
We encountered challenges balancing gameplay with story, and had to cut several planned mechanics, such as saving NPCs and trapped animals, as well as a larger overworld. Still, we’re proud of how much we accomplished for such an ambitious project with a small, multidisciplinary team of artists, programmers, writers, and designers, a team of 12 in total.
Release Plan
Currently, BRUSHFIRE is a small demo focused on the tutorial area and a main hub area. Our plan is to expand it into a short but polished experience. The moment to moment gameplay will be the biggest thing that we work on, enhancing the combat and painting mechanics, as well as developing the story to its conclusion (with a boss fight between Reini and Smokestack!) Our scope for this game is definitely larger than just the jam, so we want to make this the best it can be. We believe this project has strong potential and are excited to keep working on it. We want to get it to a place where it is suitable for wider release, possibly to Steam.
Topic Tags
Wildfires, Unnatural Fire, Poluutants
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Comments
I think you guys have a good foundation here, and I do hope you keep working on it, because with some more time and polish this game could be fantastic! I like the story and 2D art the most out of everything included, but you guys still did a good job with everything here. Keep up the good work!
I love the art and style! The world feels really cool and put together. Also the comabt mechanics are interesting, and I can see it have potential for different variations and expansion. I know how it feels to overscope, good job on pulling it together!
Thank you for your encouraging words!
The game looks great! I feel like you guys overscoped slightly- the mechanic feels unstable and without sufficient feedback it's difficult to gauge game feel. I think y'all can really benefit from more basic prototyping stages where you figure out the fun parts of the game- for example, right now combat feels dull and almost tacked on. I think there's a lot of potential in the brushstroke mechanic (Okami is one of my favorite games of all time, so I'm biased) but I think you guys should try and figure out what works and what doesn't first before starting full production.
Thank you for playing our game! While we did overscope a bit, we’re proud of the foundation we’ve built with BrushFire. The current demo represents the core of what we aim to expand and our team is continuing development to refine combat systems and introduce higher-stakes interactions, guided by our evolving design document. We're constantly refining it to stay true to our vision and make the game even better.