Play game
CinderFella and the Raging Light's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Playability | #1 | 5.000 | 5.000 |
Cleverness | #755 | 3.000 | 3.000 |
Artistic Style | #970 | 3.000 | 3.000 |
Theme | #1330 | 2.000 | 2.000 |
Ranked from 1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous.
- This game is nice, real nice overall. I like that you have multiple enemies and that they look and act differently! However outside of looking different the different elements don't seem to have any real effect, so the actual alchemy doesn't really feel like its there outside of visual effect. Same with the shadows. Yes you have the encroaching darkness but there are no shadowy aspects, as just darkness does not a shadow make. Overall I think this could be an interesting and compelling game given more time and mechanical complexity!
Did you include your Game Design Document as a Google Drive link?
Yes
Seriously... did you include your Game Design Document?
Yes
Is your game set to Public so we can see it?
Yes
Tell us about your game!
A simple slice of what would be a much larger survival/roguelike experience. In this prototype you play as CinderFella, an alchemist in a strange land, trying to fend off elemental dangers and rediscover his powers.
Keep your fire burning by adding alchemic items to the fire while fending off enemies that attack you and your beacon of light.
Controls:
WASD/Arrows - Movement
E / Right Mouse - Pick Up / Interact with fire
Left Mouse - Throw
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Comments
Hi! I really enjoyed player your game. Here are some of my notes:
+ I really liked the music for both the main menu and the gameplay.
+ The sound effects feel great! The fire, the potion splash, etc. all sound juicy.
+ The throwing mechanic feels satisfying, especially when you snipe the enemies or throw the potion as a trap.
- I usually don't hate a wall of text at the beginning of the game, but the font made it a little difficult to read. I think it may have been less overwhelming if it were split into multiple shorter texts.
- While the game is mechanically fun, there isn't a solid gameplay objective (except collecting new items). Adding a procedural wave / timer system could fix that.
- The gameplay slowly becomes repetitive and there isn't much of a difficulty curve. Again, a wave system would help here.
- The popup for getting a new item isn't immediately responsive to input.
Extra Notes:
* Adding more maps and enemies can really improve the gameplay in terms of visuals and difficulty curve for the future. Of course, I think the three enemies and the single map are more than enough for the game jam.
Overall, I had quite a lot of fun with the game! Also, the poor guy forgor :(
cool idea! I liked the throwing mechanic. it was hard to understand what button closes the menus, because it wasn't responsive. also, there's some bug where the movement goes crazy after you bring the first object to the fire. in one instance my character just couldn't move up, and in another, they just started walking up and into a grey void...kind of cool on a psychological horror level, but probably not what you intended haha
was not really understanding why i was doing what i was doing, could be explained better through gameplay rather than text
overall a cute concept, i think maybe the core gameplay loop can be tightened as right now i didn't really understand why i was doing what i was doing.
Fun game! Really enjoyed throwing potions to attack, felt very satisfying. Also enjoyed the art and enemy variety.
Some feedback:
- Agreed with below that it'd be good to have some invincibility for a bit after getting hit.
- Seems really hard to get all the items. Not sure if how they spawn/which ones spawn is tied to anything, but as a player I just felt very unlucky after a certain point. Maybe it should be tied to something like the size of the circle or defeating enemies (assuming it isn't already--if it is then maybe that can be clearer?). Or if it is just RNG, maybe a pity mechanic over time (like, making it more likely for ones you don't have to spawn).
- Making the fire + circle really big almost feels a bit punishing right now because it feels like you have to wander around a lot more to find anything, and the distance to bring it back is larger too. Maybe there's potential to add a reward for getting near the max, like more movement speed or clearing out all the enemies for a time. Lots of potential there.
Overall, good work :)
I had a lot of fun with this one. I really like the concept and I'm going to come back to it and try to get all the items.
My only 2 complaints is being able to pick up items when a you already have one, and having the 2nd one just disappear. I'd rather just not be able to pick it up. The 2nd is it almost needs a really brief immunity period after getting hit. Doesn't even have to be more than half a second, but I died because I got stuck on an enemy and it just ate the last quarter of the health bar almost instantly.
I love this overall! I'd play a full released version of this easily. I already want to play more now! Great job!
Hello. I really liked the game. You did a great job making it.
This is a list of things I found while playing the game:
1. Enemies are only a threat for the player. Blue slimes seem to do nothing to camp fire. It seems that only way to lose is to take damage.
2. There is no way to pause except when you get to unlock new item.
3. Fueling fire to keep large playable area is an interesting mechanic. But you still can survive if you ignore it.
4. Game offers no challenge and progression.
5. There is no way to heal.
I had fun while playing it. Would like to see how it will look in the future.
I had fun with this one! I really like the concept of maintaining the fire to counteract the shrinking play area. Found it a bit hard to aim the throws at enemies, but got the hang of it pretty fast. Charming game, good job! 👏
Wow. That was one the most fun games I've played so far on this game jam. Not to take anything from other games but this was more for my taste :) Once I understood how the throw actually works it became super satisfying and fun, loved that mechanic. Different enemy types was also a nice surprise. Obviously more polishing is required but in long term I see great potential with this game. I'd definitely play it again in a more polished state & with more content.
Some improvements that could be done:
1. I didn't like the font and the overall UI of the story when you start the game. I'm working as a Front End dev so visual aspects get my attention quickly :) First of all, I would suggest adding some content wrapper so that the text doesn't get out of the "scroll" or any other area. Secondly, I don't feel that the font is fitting. Maybe some other "hand writing" alternative can be found.
2. Not 100% sure the colors are well matching with the background of scroll/paper and black text.
3. When there is that story with paper, you can see game elements on the background. IMHO, would be better to hide them. This can be done easily by applying extra layer of background to your "scroll" with story.
These are some nitpicks from UI perspective and of course very subjective :) Good job the game. Once again, really enjoyed it!
Thanks for the feedback! I totally agree on the "paper" UI, it was all rather last minute and the fonts throughout the game weren't exactly to my liking. I'm a huge fan of Godot as an engine in every respect apart from the way it deals with fonts, very awkward and unintuitive to my mind.
Totally agree with you. Creating UI in Godot isn't the most pleasant job :D
Cool little game, very hectic when the circle gets smaller, really fun!
Nice game, enjoyed it!
The large amount of different items is nice but I think it could be interesting if some of them did more than just providing fuel for the fie. Also I noticed the longer I played the game didn't seem to get any harder and it kinda stayed the same the whole time. Also changing the difficulty of enemies like adding more health, making the attacks deadlier as time progresses would make it also more enjoyable and challenging because now you can just kill them with one shot.
But still, I like the idea of the game and how it played. Good job!
Yeah totally agree. The ideas for what more items would do were endless... sadly the amount of time wasn't 😂
Same when it comes to difficulty, sadly we all got some cold/flu thing over the last few days so we ended up wrapping things up as neatly as we could which made progression suffer.
I really enjoy the design of some of the creatures in the game. specifically the gold and red biblically-accurate angel thing that explodes haha. the throwing feels good, but I wish I could interact without taking my fingers off WASD, like space bar for example, since it is so fast-paced.
overall satisfying to play, and interesting as the mystery items are presented.
Biblically accurate angel is now it's official name! Thanks for the feedback!
Fan, of the movement and art style. I wish you can level up your fire somehow, or your abilities .
Thanks for playing, yeah in a larger release I totally feel we'd try and do something like that.
I like it. Game should get harder as you go though. and maybe some ways to level up your character, bigger aoe, more projectiles, etc
Thanks for playing, yeah the progression really got cut back due to time running low and team members getting sick, sadly.
nice little game to play, the mechanics all work, there might be some audio overlapping issues i think when something is actively getting hit. i’d also like to see a timer to know if i’m close to some sort of milestone: 1, 5, 10 minutes etc.
good job :D
Thanks for playing, I hadn't noticed the audio issue, I'll check it out, audio really was a last minute job 😅