Its a unique game but as others have said the design isnt very intuitive. Overall the game is cool and I really like how the player slowly builds upgrades, but it would be nice to collect the items in different orders. For example, if I collect a pine cone but I am on the leaf section the pine cones dont bring me any closer to an upgrade.
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Team members
Santiago!
Software used
Figma + Claude (HTML)
Use of the limitation
Your boiler is your life: it never stops cooling down, so you must keep running and grab fuel to stay warm. Every hit you take makes it cool faster, and every fuel you collect unlocks a new power. If the boiler goes cold, the run is over.
Cookies eaten
zero for me
Comments
I had a lot of fun with this game, and I'm surprised I got as far as I did (738 m). I think the timing for the puddle and double jump sections are the most difficult sections and maybe just a bit too difficult - everything after that was pretty easy. Where I died in my longest run, I was confused by the visual design of the environment and misunderstood where the ground was. Each new powerup feels like a step up from the last and feels very rewarding. The art for each enemy is unique and gives a clear sense of their capabilities. While the music wasn't memorable for me, I felt that all of the SFX were pretty effective in conveying each action. Great work on this game!
edit: I also want to add that while the controls took some getting used to, it wasn't that much of an issue for me personally.
Lovely art style - very cohesive and distinctive! I also found the controls a little hard to grasp and died a few times without understanding fully how I could have done better. But after a few runs I got the hang of it and started to get further and further. Nicely done :)
Hi Barrie!
It's a strange feeling, but whenever I read that a player gave my game more chances than common sense would probably recommend, I feel like there's something there that's genuinely worth paying attention to and reflecting on.
On an entirely different scale, of course, that invitation to keep trying that defines the Souls series is something that inspires me to rethink my own mechanics. There's something so deeply human about failing and trying again...
(Although, as many players have rightly pointed out, a lot of those deaths are still caused by flaws in the game itself, rather than any lack of skill on the player's part.)
Best
The game looks stunning and the sound design is great but like some of the others have set, the controls felt a little clunky and unintuitive. A really solid start though!
Hi!
A lot of players have pointed out the same thing! The controls have felt counterintuitive (I honestly didn't have much experience with runner games), mainly because jumping is usually assigned to different keys (the arrow keys or the classic WASD setup).
I'm currently experimenting with ways to make mouse-click combinations work, although that could mean alienating a large part of the potential audience.
Thanks for taking the time to play and share your thoughts!
Best
Stunning art and gameplay. It reminded me, in a good way, of one of my favorite games (Bit.Trip Runner).
But I'm terrible at it, I can't get past the double-jump stage. I feel like I've only scratched the surface, yet I'm really eager to see how it evolves. Do I need to combine it with something? Any tips?
Hi Rubenuxo!
I have to admit that, as a professor, I feel like I failed to do my homework by looking into similar games before starting. I had Geometry Dash in mind (I'd seen my nephews playing it, and it seemed like a good starting point), but Bit.Trip Runner is definitely the giant of what I was trying to create.
This might sound strange, but I'm actually glad I hadn't discovered it earlier, because I probably would've given up before even starting!
Thank you for introducing me to it! At this point, I feel like I can study it and learn from its mechanics without feeling too intimidated by it. I bought it on Steam, and I'm planning to play through the whole thing.
This was a really valuable discovery for me. Thanks so much for pointing me in that direction!
Best
Hi! I like that this is a solid game!
I agreed with other comments, there are so many stuff to learn at start and also the un-intuitive controls.
But because I'm a pro gamer, I challenge myself and find it fun and see a lot of potential.
So keep it up! have fun, would love to see more improvement.
Especially the paper ART is JUST WOW! Absolutely like the concept and presentation.
Hi Tory!
Having the opportunity to have a professional gamer playtest my game is something I consider far beyond what I ever thought was possible for me. I've been teaching project theory for the past 10 years, and my closest experience with game development was the interactivity you could create in PowerPoint.
Knowing that an experienced player can find something here that genuinely challenges them is a strong sign that it's worth investing more time in this community, this platform, and the game development ecosystem.
I really appreciate the time you spent playing the game and sharing your thoughts. I hope I can learn to look at other people's work with that same level of care and attention, so I can better understand which design decisions are the ones that truly make games fun for us.
Best
Overall, I think this is a pretty solid game! The presentation, visuals, and overall gameplay are all excellent.
There is one thing I'd like to highlight:
- In my opinion, the game introduces too many controls that players have to learn in a relatively short amount of time. At first, I found myself getting confused about which buttons did what. The game does explain the controls, but I still felt a little overwhelmed by how much I had to remember and understand so quickly. I think introducing new mechanics and their corresponding controls more gradually would make the experience much more comfortable for new players.
That said, I think the developer has built a solid foundation. The presentation looks great, the game feels polished, and once you get used to the controls, the gameplay feels really good!
Nice work! Keep it up! =D
Hi Halfbar!
Thank you for the time and effort you put into such an insightful and spot-on observation. Maybe I'm reading too much into it, but I'm starting to realize that video games are, ultimately, a reflection of the people who create them.
I had this strong urge to build a complex system of interactions that would encourage players to discover its mechanics little by little. But instead, I ended up creating a dense experience with a learning curve full of friction.
The real challenge is exactly what you pointed out: introducing the mechanics gradually. And that's proving to be much harder than I ever imagined (it's almost impossible to escape the creator's blindness!).
I genuinely appreciate the honesty and kindness of this community, as well as the attention to detail in your feedback. I believe this is what makes a creative community stronger and inspires all of us to put even more care into both our own projects and those of others.
Best!
Amazing aesthetic and appearance of the game! Sound design good too
Hi!
I actually had a visual foundation in mind that would allow for incremental iterations without clashing with each other. But as the project progressed, I got carried away by the charm of the sketch aesthetic. Now I'm torn between polishing things up and preserving what’s already there. Thanks for noticing!
Best
Really cool game! I love the art style and the concept. The controls felt a bit tricky at first, but overall it's a really fun experience!
Hi Friki!
Thanks for giving the game a chance!
Getting the controls right really is a science of its own. I'm realizing that "developer blindness" is a real thing. After playing my own game so many times, it starts to feel easy to me, even though everyone keeps pointing out how difficult it actually is.
I'm planning to make a much simpler and more polished 2.0 version. Thanks so much for taking the time to share your feedback!
Best!








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