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Mira: Prairie River Pyre's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Artistic Style | #88 | 4.500 | 4.500 |
Playability | #487 | 3.000 | 3.000 |
Cleverness | #876 | 2.000 | 2.000 |
Theme | #1153 | 1.000 | 1.000 |
Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous and shown in a random order.
- Very fun! love me some vampire survivor esk games. i can see where the theme would have fit, fire spreads, but it doesnt actually do that here! otherwise, excellent, id play more of it! i played it until it became unplayable from preformance, due to so many enemies on screen :)
- A pretty Vamp Surv clone that does nothing to add to the genre, fails to adhere to the theme, and ends before it begins.
Did you include your Game Design Document in your downloadable files?
Yes
Tell us about your game!
“Mira: Prairie River Pyre” is a love-letter to bullet-hell survivors, that takes place on the mythic ancestral plains of Saskatchewan. Young Mira summons an anxious fire spirit and gains magical powers after failing to return her late Baba’s ashes to her final resting place, her hometown of Prairie River. She must collect enough pieces of her Baba’s ashes to gain enough power to sooth the frightened haunting and bring peace and rest to the Land of the Living Skies.
Players take advantage of the water claw attack to fight back the horde of haunts. Hiding behind obstacles can provide temporary shelter, but beware of flammable materials. The game takes a casual simple approach to gameplay, with no button mapped to any attack buttons. Controller support is available during gameplay. Players are able to defeat enemies to pick up ashes to gain levels.
Did you remember to include your Game Design Document?
Yes
Is your game set to Public so we can see it?
Yes
Extra Notes
For best performance, play on Windows.
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Comments
Very fun game! I wanted more, meaning, I wish it went on forever, and not stopped me, there should be a press button to end level or something like that, or if you beat the story version, do an endless mode
That's a perfect note, and a good catch. 😲Thanks for the glorious feedback!
KIND OF SPOILERS FOR HALO: REACH
The ending after the "You win" card reminded me so much of the end of Halo Reach lol. Fun!
Lol, I'll take that as some light ribbing.
Oh sorry, it wasn't meant as ribbing; I actually kind of liked that lol
pls dm me the spoilers XD
You did a really good job! It feels good to play, and i love all of the sprite work that went into this. I would love to see more!
Reaching the end game screen gave me a good chuckle! :D
Thanks for playing!
Really nice game! I adore the artstyle and I think the mechanics are nicely implemented. A shame you didn't manage to make more weapons and upgrades, because the game already feels quite addictive :d Also I feel the beginning is a little too slow in terms of pacing. Right now it works, because there overall isn't that much gameplay, but in a full game it would be a bit frustrating to kill enemies and get XP so slowly at first. Overall a solid entry, good job!
Love the pixel art and the music (very fitting)!
Would love to see some more weapons
And I think capping the maximum enemies on the level (We did that for our game :D ) would help with the performance or just a little more balance so the player kills them quicker (which i know is hard to manage in 2 weeks :P)
After 7m its almost unplayable xD
Very good entry!
Good entry! The graphics and music are nice and the game feels good to play.
Some people talked about a bit of lag about leveling up, I didn't feel that lag. However, I felt a bit of lag during gameplay, I think the massive amount of enemies was the cause of this. Now I don't know if I was playing it wrong or my computer is a toaster lol
Other than that, I think you guys did an amazing work, it is really well made! :D
Some people talked about a bit of lag about leveling up
I know exactly what they are talking about, but I didn't anticipate it bothering people! It's not a true "lag" it's simply allowing the player time to put their hand back on the keyboard. This is why feedback is so useful. I'll be able to address this to get more valueble feedback. And you're right about the enemy lag, that's #1 priority on our fix list.
A really nice VS type game! I had strange audio issues (uncommon sample rates?), but other than that it was a nice entry with that classic "OH CRAP" intensity in gameplay! I think the difficulty curve could be slightly tweaked, but other than that great entry! The audio and graphics were cohesive and it has a great vibe to it. Really nice jam entry! :D
I had strange audio issues (uncommon sample rates?)
I noticed that as well! I wonder if this is a web embed problem specifically. Maybe you know more than I do about audio in games? I'll definitely audit my game audio's sample rates
I think the difficulty curve could be slightly tweaked
Yeah? What would you change?
Thank you for playing our game!
It might just depend on the engine you're using or how the audio is being played. Typically most audio is 44.1k but sometimes it can be 48k. Is the audio being streamed instead of loaded in? Honestly I don't really know *that* much about audio but ive had issues before with streaming large audio files before. Overall, IDK though. lol. Might just have to try some different settings to see what fixes it. It could be an HTML5 issue with whatever engine you are running for certain sample rates. haha.
As far as difficulty I found it gets quite difficulty a bit to fast maybe. I was only able to get like 3 powerups before I became quite overwhelmed, so maybe just slightly dulling the spawn rate in the beginning of the game a bit? That could also just be because I suck too, so take my opinion with a grain of salt. lol. Depends on the type of audience you want playing your game I suppose. I'm not really good at games so I tend to prefer more relaxed difficulty curves, but that is just me. haha. :)
Great entry though! Well done! :D
Got it, thanks! Thanks for your intuition as well. I see what you mean though.
I think I found the culprit of the problem!
The game engine has a output latency for the audio driver. I was able to reproduce the same or similar problem on my android, and by increasing audio latency, the audio glitches ceased.
woo-hoo! Didnt think about output latency! Nice!