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Burning Guilt's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme | #4 | 4.250 | 4.250 |
| Originality | #8 | 4.058 | 4.058 |
| Overall | #10 | 3.772 | 3.772 |
| Fun | #13 | 3.750 | 3.750 |
| Accessibility | #17 | 3.327 | 3.327 |
| Graphics | #21 | 4.077 | 4.077 |
| Audio | #30 | 3.538 | 3.538 |
| Controls | #33 | 3.404 | 3.404 |
Ranked from 52 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.5
Wildcards Used
Lights Out
Use darkness/night as part of your game
Game Description
Traverse a dark and dimly lit cave with only yourself to light the way.
How does your game tie into the theme?
You are a flame that decays over time, forced to consume other fires to survive, leaving the world—and yourself—slowly fading into darkness and moral decay.
Source(s)
N/A
Discord Username(s)
whataboi
Participation Level (GWJ Only)
2
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Comments
I’m shocked to hear this was your 3rd game, you got something amazing going. With so little touches, you created a wonderful atmosphere, both visually and auditorily. The game did end up being a little hard in some sections, but genuinely you did an amazing job. Fantastic.
You managed to create an amazing atmosphere with this one! The fire animation and the pixel art in general are amazing. Loved everything about this, thanks so much for submitting!
Wow, this is such an amazing experience!
I feel like a monster but that was super cool, the writing is fire (literally) and the general idea is super nice.
I think this idea could be expanded into either a rage game with Voice acted commentary like Getting Over It but with the deep theming or a chill atmospheric platformer like limbo, both would work.
Great job!
Wow, thank you! I’m so glad you enjoyed it! Games like LIMBO were a big inspiration for this one with a dash of getting over it/jump king. Wanted a puzzle-platformer with emphasis on puzzle but I fear it might have still been too hard for some.
Really fun take on the theme, and beautiful pixel art! I also liked the little bits of text. I tried to beat it, but I'm terrible at platformers and was unable to. Still fun to play though, great job!
Thought this was a clever puzzle platformer that had a unique aesthetic and take on the theme. Congrats on the submission!
heck yeah!!! flame genocide!!!!! wooo!!!!
very well made game, i have very little complaints. it was quite difficult, but it feels very forgiving. the controls are quite intuitive and satisfying to use, i love the charge jump mechanic in particular! i really appreciate you adding a bit of a buffer to the wall climbing as well, it made a huge difference. the only thing i really felt was missing was more of a "tell" for how far you were from detaching from a wall. other than that, the game was difficult but quite satisfying to play :) and the story was very well executed, i liked it a lot
I like it, the controls are interesting and provide a good challenge
The number of times I raged from falling to my death... and the ending; so cruel! Good job :D
Thanks! Hopefully not too much rage :) and yes, the ending… it felt like the only real way it could end when I was writing it. Bring the player to full moral decay by making them sit with what they had done with no escape
Really good combination of mechanics and story. Controls could be a bit finnicky, but was overall very evocative and compelling.
Thanks! Yes controls can be a little tricky. They could do for a few more balance passes for sure. I’m glad you enjoyed it!
This was super fun to play, I love how you integrated the light / darkness into the decay theme, very well done!
Thank you! It felt like they fit naturally together once I decided that fire would be my main tool of showcasing decay.
PERFECT.
Thank you! Were you able to finish?
Woaw, excelent work! The gameplay is very intense and the mood is on point. A perfect game jam game
Thank you so much! That means a lot because I thought the mood of yours was EXCELLENT!
Dang, nice work! Excellent mechanic and infusion of the theme! My only complaint is no gamepad controls. For this is would have been super easy to add them to the input mapping. Still had a lot of fun.
Ahh yeah. I am still super new to Godot and making games (this is my third one) so I have only messed with keyboard. When people talk about gamepad, is that just controller? And how does it work when mapping buttons since some controllers layout is different?
Yes, gamepad == joystick == controller. Since I haven’t tested every controller out there, I’m sure there’s some exceptions but they do a great job trying to keep things uniform. The buttons are referred to by their physical location, if you go to the Input Map and expand the
Joystick Buttonssection, Button 0 is the “Bottom Action = Sony Cross, Xbox A, Nintendo B” so it doesn’t matter which controller type you have, it’s the bottom button. And at this point in time, most 3rd party controllers are for those systems so register correctly.Even if you don’t have a gamepad, if you’re just using keyboard I recommend adding the gamepad actions since it’s so easy (and you can note on the your page that gamepad is there but untested if you’re nervous about it).
You knocked it out of the park in terms of atmosphere, what a great presentation. You did so much with so little and I had a great time! :)
Wow thank you!! I’m so glad you enjoyed it!
Very fun, the atmosphere and tone were great and fit the art and sound perfectly.
Controls were a little finnicky, lots of deaths because I hit the key for just a fraction of a second too long. It was starting to get just a hair too repetitive toward the end, if you were to continue working on this game I'd suggest introducing a new mechanic right around the 4th level after the player feels like they've learned the jumping and all that.
The level design was perfect for the first handful of levels, I was taught new strategies exactly as I needed them and then those were later incorporated into later levels.
I found myself very invested, tried the farthest level (I could get to) quite a few times before giving up because I couldn't figure out the way forward.
I’m glad you enjoyed it! Yeah definitely the last few levels use some similar tricks. I think some people may have missed the hint to use shift to zoom out and see further but also decay quicker. It’s meant to help you see where you need to go so you can plan your movements.
Nice little game. The fire sound. I loved it! Pretty immersive
Thanks! Yes the sound went through a few iterations before finding the perfect pitch and layers of effects. I’m glad you liked it!
Did you just make peak writing for a game jam? (Also I love how you the theme goes for both the player and the flames that you kill)
Wow!! Thank you! That’s high praise. I really tried to use the mechanics and visual to demonstrate the physical decay of the fire, while use the writing to decay the moral state of the player. I’m glad that resonated with you!
The atmosphere is beautiful, evocative. Like others, I found it difficult to navigate the corners… but I had fun! =D
Great job!
Thank you! Yes, corners can be quite tricky. Go too fast and you’ll detach. Balancing those was also tricky. Could definitely use some tweaking. I’m glad you had fun with it!
Great idea for platformer that is really unique.
Love that mechanic of time pressure, unordinary movement and feeling of jump.
Sometimes i would love to be respawn closer the place i died otherwise that could be annoying when level is pretty long.
Congratulations on your submission!
Thank you! I’m glad you enjoyed it! Yeah, I’d love for each level to be shorter and for there to just be more of them, especially the earlier ones. That may have been a better approach so that dying feels less punishing.
Very nice artstyle and nice vibe!
Thanks! Glad you enjoyed it :)
This is quite fun and solid. Fits the theme super well. I like it very much! The only thing feel not that good is too easy to fall off at the edge, I've dropped unintendedly countless time.
I’m glad you enjoyed it!! Yeah, getting the stickiness to the right level was a struggle. It went through a couple of different levels of “sticky” I guess. The issue I ran into was, if I make the ray casts longer so that the player can move around corners and edges more easily, then they just kind of float around on the surfaces. But if I make them shorter to hug the wall, it requires too much precision and isn’t fun. I think the top ray cast could’ve been a tad longer. I didn’t adjust that one much and it could’ve seen some improvements.