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Fire & Fondness's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #1 | 4.088 | 4.088 |
Graphics and Sound | #1 | 4.079 | 4.079 |
Gameplay | #1 | 4.263 | 4.263 |
Theme interpretation | #2 | 3.921 | 3.921 |
Ranked from 38 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Source code
https://bitbucket.org/JohnGabrielUK/fire-and-fondness
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Comments
Lovely puzzle game! I included it in my Godot Community Jam compilation video series, if you’d like to take a look. :)
Never got that damn flower, it's like it wanted me dead after I got it. But at least I escaped with the bride. Great job with polishing it (Enhanced Edition with CRT like effects, looks even better), after reviews end I'm going to take care of mine game too, thanks for extra motivation :)
Hey everyone! Thanks so much for your comments and feedback. I've made an enhanced edition of Fire and Fondness which you can play here.
Very well thought out game, core design is solid, level design is top-notch and the overall style is nice and coherent.
Great job!
This is an exceptional entry, very creative and well refined gameplay. You could have sold me this as an actual title from the 80ies. The funny quotes on death are a great touch and give motivation to replay and read another one. The visuals are charming and very coherent and readable.
It is a complete jam experience in my book, but if I had to point out a thing to improve, I'd pick the sound. It feels a bit agressive and cold to me. I do not think it's bad but I think this is the field where you could improve the most.
Thanks for the feedback, Dalton! For the enhanced edition, I've replaced most of the sound effects (moving, flipping switches, fire) with new ones that will hopefully be easier on the ears.
I am excited to try out!
Impressive work! Everything works great together, visuals, sound effects, the very well written backstory and of course the very nice level design. It was a lot of fun to play!
The tile-by-tile explosions are nice, though after a while they slow down the gameplay quite a bit, especially in levels with more than one flamethrower. Maybe the flamethrowers could all fire at the same time to speed it up (I was once grilled by the first flamethrower but still had to wait for the other 2 before the gameover).
I'll definitely be digging into the source code of this one to see how you implemented all this :)
Thanks! I actually implemented flamethrowers firing simultaneously just yesterday, but for fairness, I'm not publishing those changes yet. I'll put out an enhanced edition once the jam ends.
This is really well done. The level design is really well done and the roses are very challenging. The backstory added some extra character to the story which I thought was fun.
Really enjoyed the strategy of this. How long did it take you to design the levels?
About 40 minutes each for level 2 and 3. The first level took a while longer, partially because I was implementing each feature as I built the level, and partly because up to that point the levels were stored as 2D arrays in a script; the other two were built using tilemaps.
I love that design! It's the thing I struggle the most with. I would require much much longer than that for a similar level of interesting puzzle. Nicely done!
It's a nice concept but everything freezes when the fire starts going so you have to be very careful of the order you do things. Good job.
Great concept and aesthetically pleasing!