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A jam submission

Fire dashView game page

Play it. Burn it
Submitted by WhiteFishes, TYTOdesignz, Taxmann27991 — 3 hours, 18 minutes before the deadline
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Play FireDash

Fire dash's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#123.8753.875
Concept#224.0004.000
Overall#793.3753.375
Use of the Limitation#853.2503.250
Presentation#1922.3752.375

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team members
Tytodesignz (dev), Taxmann (music), Whitefish (art), Zanathargm (project managment)

Software used
Godot

Use of the limitation
If no heat, no breath.

Cookies eaten
Me ? 0. Sadly. My computer ? Idk.

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Comments

Submitted(+1)

Pretty much agree with all the comments. Janky AND fun. You love to see it.

Something new I can add is about music. I didn't grow up with Sega but the soundtrack really makes me think Sega, like something I'd hear in Outrun. I especially loved the first track, so many sick basslines and chord modulations. I bookmarked this game just to hear it again.

Developer(+1)

Yes! Your musician is great! Love what he did! Thanks again bro!

Submitted

I really like the momentum build up when running and somehow unique for me.
I don't know if this is intended or not, but the jitters on the character kind of disturb me.

Kudos guys, keep the fire lit up!

Submitted

Before even opening this game, there is "firedash drip". Upon opening it, I am greeted with a completely misscaled UI forcing me to go into fullscreen, which reveals the buttons in default godot font and misaligned so bad it upset my web dev girlfriend. The tileset is the opposite of seamless. The rain sounds like someone swallowing a microphone. You are slow as molasses, take forever to accelerate, have no way to modulate your jump height in a game with gap jumps under single-tile ceilings, and when you inevitably fall to your death after getting lost in the second level, the death screen has some of the worst font antialiasing I have seen in my life.

And you know what?

I vibe with it.

It's not you, it's me. I have a thing for speed games - probably too much Sonic growing up as a kid - and I want this shit in my veins. Air acceleration? What's that? Failing the aforementioned gap jump, only to wall jump, wall climb and then do a 180 in mid air is the reason I play videogames. The only way to conserve momentum at a standstill is to dash dance like it's smash bros. The only way to accelerate without crossing half a room is to dash dance. Falling down a pit, dash dance. Catching your bearings after an infinite walljump, dash dance. Not even the spindash feels this satisfying to pull off, threading the needle with the tiny platform over a bottomless pit in the second level with a dash dance and conserving all your momentum is just hnnngh. If you let go of the direction key while on the ground, you are locked into an un-cancelable slide animation that lasts about 75% too long. If this is a problem then you have a skill issue because being on the ground is for scrubs and is not optimal schmoovement when you have the ability to instantly turn around and conserve momentum. The level design is labyrinthine, I kept on scaling walls that were just obstacles expecting to find secrets, confused bottomless pits for the way forward and generally had no idea what was what my first time through. I would care if I wasn't moving a screen's width every second and every moment spent lost wasn't a moment defying every law Isaac Newton put to paper.

I only just found out there's a dash move. Why is the dash on E*? Why does it kill my momentum? Why is the game completely beatable without it? I do not know the answers to these questions, nor do I care. Quality and enjoyment are not the same thing, and reviewing is as much a subjective matter of personal taste as it is critical assessment. Halfbar's comment says everything important there is to say about this game in the latter regard, I just want you to know that this game made in three days made me feel things that AAA releases with multi-million dollar budgets could never wish to accomplish.

10/10


* This is bad for WSAD players because it forces you to take a hand off of D to use it. Something closer to the space bar, or some buttons on the left hand like J or K would've been great.

Submitted(+1)

A true runner doesn’t have to see firedash. He goes by pure animal instinct.

Liked it!

Developer(+2)

Running like nothing else is on my mind.

Thanks !

Submitted(+2)

The art and the mechanics are awesome! Keep up the good work :)

Developer

Thanks ! Really enjoyed animating for this.  Im going to keep going !

Submitted(+2)

I think this game has a lot of potential! The character art and the game cover look absolutely fantastic, and they really caught my attention 👀

There are a few things I think could be worth looking into for future improvements:

  • UI scaling in the browser version - The interface looks a little stretched in the web version, and some of the text appears pixelated, as if it had been scaled beyond its intended resolution. It might be worth checking how the UI adapts to different screen sizes.
  • Player onboarding - The game might be intended as an exploration platformer where you navigate through the levels and look for the exit, but I think it would still benefit from a little more guidance. I found myself unsure where to go, what to do, and which controls to use. I only discovered the dash mechanic through the optional Controls button. Since it’s such an important ability, it might be worth introducing it directly into the tutorial, at least the first time someone plays.
  • Heat indicator - I also had some trouble finding the heat bar that I was supposed to keep an eye on. I wonder if some interface elements might have become hidden due to the scaling issue, or if the mechanic is presented differently than I expected.
  • Movement and responsiveness - The controls felt a little different from what I initially expected. For example, when I tried to perform a wall run, the character sometimes stopped instead. At other points, I expected to need to jump between walls, but holding the jump button allowed me to climb upward along a single wall. This might be intentional, but the level design gave me a slightly different impression of how the movement mechanics were supposed to work. A little more consistency between the level design and the movement mechanics could help make everything feel more intuitive.
  • Progression after defeat - After completing the first level, I lost my progress when I failed on the second and had to start over from the beginning. I found that a little frustrating, and I think keeping completed levels unlocked or allowing players to restart from their last checkpoint could make the experience more enjoyable.
  • Audio settings - I couldn’t find a settings menu, particularly one with individual volume controls. I might have overlooked it, but the sounds were a little loud for my taste. Being able to adjust the volume directly in the game would be a nice quality-of-life improvement.

These are just my observations from playing, of course, and I realize some things might have been affected by the limitations of the web version or the time available for development.

Overall, I think there’s a solid foundation here, and the visual presentation already makes a great impression. With some refinement to the onboarding, movement, and overall player experience, I think the game could become even more enjoyable. I’m looking forward to seeing how it develops! ❤️

Developer

Thanks a lot for all the feedbacks ! We didn't calculate the timing well enough, that's why a lot of stuff is still junky and all... But I mean, fail to get back up, that's an artist's life !

Submitted(+1)

Great game, I like the ART. Like the mc reminds of dead cell mc. The dash mechanic pretty cool and i like how its also your health. However, you  kinda forget to put a direction that you can infinite jump on walls, which takes time to figure out like 5 minutes since i thought i can dash like what sonic does in some games. you also need to put some text or a way to signal the player if theres anything new., like the rain mechanic. Overall, its just the like of polish. other than that, the game feels breezy and still amazing. Great job! 

Developer

Thanks ! I loved drawing this little fellow ! But... You weren't supposed to infinte jump lol... But hey, I guess it works ? That's why we didn't add any info about it.

Submitted(+1)

Eh wait really? Damn, eh i guess it aorks till the end