The pixel art is very good. It’s a very beautiful and interesting game.
Play game
Coalheart's itch.io pageRate this game
In order to rate this submission you must be logged into itch.io and have submitted your own entry. Anyone with an account can leave a comment.
AI Tools Used
Coalheart was made with Claude Code, Anthropic's AI coding assistant, under the developer's direction. The game's code, its pixel art and pixel fonts (drawn in code), its music and sound effects (synthesised in code), and much of its text were generated with it, then reviewed and shaped by the developer.
Comments
Great game, played it for a good while! Loved the art, music and gameplay. Nice job!
Had a funny thing where WASD was moving me two tiles at once and I thought that was actually an intended part of the puzzle for awhile! I like the art, music is sort of appropriately bouncy to the jumping coal. I feel like I wanted the level geometry to matter more directly to the puzzles in the later stages - it kind of reduces to a rune/bramble/torch order and a finale that included some sort of e.g. Sokoban-ish elements could have been nice, or more use of backtracking/reversing actions, things like that...
Nice work with Coalheart! The art is the standout for me. The pixel work, the torchlight vignette and the face that looks confused when you bump something solid all have real charm. One idea per room teaches well, the over-par note hinting at a shorter route makes me want another go, and free undo and restart are exactly right.
A few things I noticed. The room is drawn small in the middle of a big empty canvas, about a third of my window width, so the tiles were tiny. Par counts every step including walking, and I finished First Ember at 13 vs 11 and Two Runes at 20 vs 18. The early rooms felt more like tracing a route than solving something. I wondered if par could count only bumps. In room 1 I got stuck because I didn’t realize an empty torch tile is solid and blocks the path, so a small visual cue would help. Rooms unlock strictly in order, so a skip or a hint after a few restarts could rescue people who stall.
Lovely, tight puzzle game, and the rules hold up under a machine check, which I can't say for most entries.
I lifted the 15 rooms and the move rules out of the build and ran a breadth-first search on each room:
- Every par is exact. The shortest solution in each room matches its par (First Ember 11 ... The Heart 57). No room can be beaten under par, and no par is out of reach.
- The "fire left can no longer reach the stairs" warning is exact too. Over all 15,185 reachable states it never fired while the room could still be cleared, and never stayed quiet once it couldn't. Rooms 1-5 can't be lost at all; from Brimful on a lot of states are dead ends (1,900 of 5,168 in The Heart), so the warning earns its keep.
- Real keys in the itch embed: the search's routes for First Ember and Two Runes cleared with "At par. Not one step wasted.", and Z, R and Esc all did what the page says. 0 console errors. On an emulated iPhone it fits the screen and swiping moves the coal.
Nothing for you to fix from my side. Nice work.
Ow thanks for our review! It means a lot.
Levels was generated by ai, so it’s not surprising that every rules matching properly, and I also have plays all levels multiple times in parallel and it was obvious that every minimal move was predicted correctly. But anyway, I really appreciate your effort! And that’s amazing that my game made u curious enough to check everything on your own




Leave a comment
Log in with itch.io to leave a comment.