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Heat Rises's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #43 | 3.727 | 3.727 |
Fun | #73 | 2.818 | 2.818 |
Controls | #78 | 2.818 | 2.818 |
Accessibility | #82 | 2.636 | 2.636 |
Audio | #87 | 2.727 | 2.727 |
Overall | #92 | 2.883 | 2.883 |
Originality | #94 | 2.909 | 2.909 |
Theme | #131 | 2.545 | 2.545 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.2.1
Wildcards Used
Here comes the sun
Game Description
Pixelated Platformer
How does your game tie into the theme?
Player is trying to escape a cave by obtaining artifacts and must flee from subterranean enemies.
Source(s)
No
Discord Username(s)
istead, dragostego, just_peaches
Participation Level (GWJ Only)
First time
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Comments
Made it to level 2 before quitting and can only echo some of the points others have already voiced. Checkpoints and/or a life system would have been nice, as replaying the same section over and over again gets annoying real quick. It only made me rush through the level even quicker, often ending in killing myself (as the flame) by falling into water I could barely see when starting my jump. And yeah, clearer feedback on triggering a switch would have been nice: I spent a while smashing the first switch before realizing it had already switched. Other than that: Very solid entry! :)
Fun game! I absolutely love the look of the fire, great aesthetics.
I really liked the art but the game was a tad little bit too difficult to be without checkpoints, after dying a few times to various things and restarting from beginning I sadly gave up.
Also the idea of various forms to solve puzzles is always nice to see.
For what I could see it was a good game, maybe if I have some time I'll go back at it and give it a more proper try, I'll give it a follow in case you add a checkpoint system.
In any case, well done!
the fire is cool and moving around is fine. the switching between fire and armor was very cool. As I am really bad at plattformers I managed only to come to level 2 and after several attempts I gave up. I think some checkpoints and life-points would have made the game more casual for the non-plattformer players like me. Beside that the art went pretty well, the music was okay and I missed some sounds. The tutorial was very nice and self explaining, for me all was clear how to play the game. Good job on you guys and keep it up!
Thank you for the input. We considered adding checkpoints, but it didn't mesh well with the level design since the player could be getting chased at that point. Having an extra hit point could definitely help as a difficulty option, which could definitely be an improvement. At one point we discussed giving the armor a hit point and destroying it when you get hit. Thanks for playing!
Nice idea with the switch between nimble flame and Bulky iron giant. Ended my run after dying 3rd time to the digger. I would have continued if there were checkpoint. The Mech smash seems useless, maybe I misunderstood how to use it. Nice visuals and Tutorial level design. A transition animation between states and jump/dash/mash sound would do wonders.
Thanks for the feedback. FYI you can visit the other levels from the selector on the main menu if you get stuck on one. We discussed adding checkpoints, but ultimately decided not to because not all of the levels had safe spaces for them, and I wanted to incentivize players to aggro as few enemies as possible on the way to the sun, and presumably loading a checkpoint would reset all enemy aggro. Looking back, maybe we should have added checkpoints at least to the tutorial though, since some of our playtesters also commented on the amount of backtracking in it. We originally intended to make more use of the smash by having breakable terrain, but we didn't end up using it in any of the final levels. It still stuns nearby enemies, which we decided to leave in as sort of a "secret" tech. We probably should have either properly introduced it or gotten rid of it entirely. Note definitely taken on the sound effects. That's something we were shooting for but ran out of time to fully add. Thanks for playing!
The idea is pretty good and the art looks great.
But the game is too difficult i think. And the only reason is probably that the jump is not responsive enough. There is no coyote time or jump buffer. In a platformer like this one i think it improves the experience.
The level design is great.
Nontheless i like it very much, great work!! the artsyle is really on point :)
Thanks for the feedback. Coyote time was something we discussed at one point, then originally decided was unnecessary since we were picturing more of a puzzle platformer. However, we probably should have reconsidered later, since as we started to finalize level designs the game turned into more of a precision platformer. Looking back, that's definitely something I would add next time.
Great characters. Great animations. Nice platform mechanics.
I'd like some audio feedback on the player jump and attack, and the switch.
Looks solid otherwise.
Art is really good. I really liked the music (reminded me of the Sega Genesis Shadowrun game). The switch flip could have really used a sound for feedback I spend some extra time trying to get it to do something until I realized it had already flipped. Really cool idea.
Love the art style. The controls are nice. Nice level design too. Great!