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Keep Warm's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Use of the Limitation | #39 | 3.793 | 3.793 |
| Overall | #41 | 3.621 | 3.621 |
| Presentation | #43 | 3.897 | 3.897 |
| Concept | #53 | 3.655 | 3.655 |
| Enjoyment | #91 | 3.138 | 3.138 |
Ranked from 30 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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
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Comments
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.
Hi!
I have to admit that figuring out the right order for the power-ups has been a real challenge! I think I got carried away by the excitement of adding new mechanics and neglected to organize them properly around the player experience.
Finding the right scope is something I feel you handled masterfully in your game, and it's something I'd love to learn more about in the future.
Thank you so much for taking the time to play and review my game!
Best
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.
Hi Willdiono!
Wow! I have to confess that after creating the game, it took me at least half a day to get past 500 m. You're literally the best Keep Warm player on the planet! (It's a shame we don't have a The International yet!).
Your observations about the puddles and double-jump sections point to something I genuinely overlooked: the hardest challenges shouldn't be right at the beginning of the game! (And that actually lines up with the player drop-off rate, which is highest around 150–200 m.)
Based on your feedback, I've already redesigned some parts of the game, and there are still a few more on my to-do list (I really need to get better at organizing my time around my 8-to-6 office job).
Your comments about the enemies genuinely encourage me and bring me a lot of joy, because I put so much time and effort into polishing them (they accounted for at least 70% of the work!). And yes, I don't have a particularly good ear for music, so I just did my best to come up with something simple and functional. There's still so much to learn.
I want to thank you sincerely and deeply for the time you spent playing the game and writing such a thoughtful comment. A community like this depends entirely on us playing each other's games, sharing our thoughts, and being willing to do the same for others.
Your comment, in particular, gives me the impression of someone who's analytical, has a lot of experience with games, but above all, is genuinely willing to step outside their own world and invest time and attention in someone else's work. That's something I'll take away from your comment, and something I'll try to bring to others as well.
Thank you so much!
Best
Love the art style and concept, really fun game!
Hi!
Thank you for taking the time to stop by, play the game, leave a comment, and be so kind!
Best
The control options aren't exactly conventional, but once you get used to them, it works well—great idea.
Hi!
Yes, I can see more clearly now that I was a bit reckless in breaking away from established conventions. My challenge now is to keep fine-tuning the mechanics until they feel disruptive, but not arbitrary.
best