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Our Last Fire's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Presentation - how game looks and sounds like | #28 | 3.333 | 3.333 |
| Overall - main category | #43 | 2.905 | 2.905 |
| Game Design - how good idea and mechanics design is | #52 | 2.714 | 2.714 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Heroic Labs Challenge
No
Photon Challenge
No
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Comments
Fire spreading through the bushes after a flaming arrow is a very on-theme chain reaction, and the dark forest with embers and dynamic lighting has a great atmosphere. Unfortunately I had no idea about the controls at first (WASD did not move, arrow keys only scrolled the view), so a quick control hint would help a lot. When the archer was defeated the screen went almost dark with no clear game over, so a proper end screen would make it feel finished.
The lighting and atmosphere were excellent! Though I did expect a bit more ominous music considering your surroundings ;) I too didn't get past the second level, though I did see my buddies take off on those boats, so at least they're safe!
Thank you! The game still needs more story, but I already have a few ideas in mind. I also plan to make the second level a bit more engaging and fun to play!
Cool game, really liked it. The light and fire mechanic is a nice idea and the atmosphere is great!
Thanks so much! I'm planning to improve the lighting mechanics a bit to make the atmosphere even better!
The game idea is very nice, I was more adventure-annoeyed at the spiders ("Hey, I am WALKING here - did you just BITE me?!") than scared. Much more scary were the hordes of goblins (?) suddenly trooping through the place :) Sometimes I had issues with the shooting - when to let go and where to aim but that was probably adrenaline. Great game, I had fun.
Thanks a lot! So glad you had fun! There's still plenty to fix and improve, especially the performance and shooting mechanics. I'll get to those after the jam!
Thank you for the game. Very pleasant Don't Starve vibes (might not be intended but I felt that for some reason)
the hordes of bugs are scary and disgusting but that what makes the player rush and look for the next thing to light up at all costs
Also experienced the forementioned performance issues, I hope thats fixable with some debugging
Thanks! Yeah, that’s pretty much the feeling I was aiming for — I wanted the bugs to feel nasty and threatening enough to make you desperately search for the next light source.
And yep, the performance issues are definitely there. They should be fixable though, so that’ll be one of the first things I work on.
What a good surprise ! Really enjoyed the DA, concept is original and well handled while still being able to be suprising, very good job ! (lights are very well handled too, obvious but important) edit : I was able to fire 2 arrow at once if i hold left mouse without moving, not sure sure if intended or not, used for the boss)
Thanks a lot! 2 arrow at once is the bug I guess. I'll fix it.
Thank you for another good looking game!
Concept is good, I was missing tutorial but it is easy to understand how to play.
Unexpectedly hard to make progress at the very beginning - fired up bushes around and too much DARKNESS stopped me :-)
May be adding kind of inventory or counters etc would help to understand if your arrow will burn or not.
Thanks! I liked the idea of counters. I'll remember it.
Really interesting concept! I somehow got total "Hollow Knight" vibes. Maybe because of the environment, the sound design, or those quiet little scenes like the one where the trio sails away on rafts.
I made it to the troll, but couldn't defeat him. 😄
It was a bit annoying having to stop moving every time you shoot, especially during the troll fight.
I was thinking about what could be improved. Please don't take this as criticism, just sharing my thoughts:
1. I feel like letting the player shoot while moving would add a ton of dynamism to the game.
2. You could make the fire arrow a single reusable arrow that the player has to retrieve to shoot again, maybe mapped to RMB.
3. Regular combat arrows could be set to LMB for fights.
Overall though, I loved the general concept! I haven't seen many top-down games that use light as a core gameplay mechanic. ❤️
Thanks a lot for the detailed feedback and suggestions! I really appreciate it. I’ll definitely look into allowing the player to shoot while moving and see how I can make the gameplay feel more dynamic, especially during combat.
hey quick feedback because it was slowing down and almsot unplayable on macbook air m4 when the bushes were on fire. it made me die. also i couldnt alwasy smoothly shoot. is ther esome delay/countdown or technique? so i couldnt go through things enough because of stutter. but actually i like the idea and main mechanic, jsut if it could be more optimized, the experience would be smoother to enjoy longer.
Thanks! Yeah, there seems to be a performance issue specifically on some MacBook Air models. I haven’t found the exact cause yet, but I’ll definitely work on optimizing it.
The first level is really interesting. The mechanics with the burning grass and spiders turned out very well. However, I couldn’t get past the second level because it wasn’t clear where to go next.
Thanks! I was thinking about that too. I want to add a bit more story and some clearer, more intuitive hints so exploring the second half feels smoother and finding the exit is less frustrating.
I liked the burning mechanic, though the fact the second half doesn't really have it and you need to use only your bow to light your way, which can't be used while moving, can be a little frustrating.
Thanks! I’m working on that part already. I’m planning to add goblin patrols with torches, so the second half should feel less frustrating and a bit more dynamic.