Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
A jam submission

Warehouse InfernoView game page

Burn all the boxes!
Submitted by HullHound — 18 hours, 13 minutes before the deadline
Add to collection

Play game

Warehouse Inferno's itch.io page

Results

CriteriaRankScore*Raw Score
How do you rate the game overall (you can consider fun, dev time, etc.)?#43.7783.778
Audio#53.6673.667
Gameplay#53.6673.667
How well does the game fit the themes?#133.5563.556
Visuals#193.0003.000

Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How long was your dev time?
2 Hours 27 Minutes

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted(+1)

Love the creative concept and the increasing level of difficulty was fair and well thought out.  Nice work!

Developer

Thank you for the feedback!

Submitted(+1)

What a pleasure to see this little character again, who last time was busy rounding up his flock of sheep.

And like last time, the puzzles, although very simple, are original and fun to do :)

A lot of people have told you about blurred fonts. But I have the impression that the problem is more general and specific to pixel processing. I don't know Godot, so I don't know how it works. But I think it's a question of sampling and processing pixels when they're resized. In Construct 3, I solve this kind of problem in the project options, by setting the sampling to “nearest” (pixellated) and not to bilinear (smooth) or trilinear (smooth with better quality downscaling).

Developer

Nice to see you again! And thank you for the feedback! I’ve taken a look at the blurry font issue and I think I know how to resolve it going forward. So hopefully you won’t be seeing it in any of my future game jam entries.

Submitted(+1)

The game's concept is wonderful and could have been explored more considering you didn't make full use of the 3 hours. The area where the player interacts could be way smaller since we don't use most of it. The puzzles were very cool, and although easy, I don't think that's a problem considering the time constraints. The music could use some work specially in the "popular royalty free sound effets" department. There is a website called https://freesound.org/ with millions of royalty free sound effects uploaded by users.

Developer

Thank you for the detailed feedback and the link to sound effects :)

Submitted(+1)

Nice little puzzle game

My only feedback is that the font is blurry :D

Developer(+1)

Thank you for the feedback! - I’ve worked out what I need to adjust for this, so this should be resolved in future game jams :)

Submitted

As a fun of puzzle games, this is the entry I've enjoyed the most so far! Perfect audio and gameplay was intuitive and fun. One thing is that in the itch browser version couldn't read properly because of aliased fonts (Maybe using bitmap fonts next time?) Really really cool concept, congratulations, a nice piece of art in under 3 hours.

Developer

Thank you for the feedback - I’ll take a look at the fonts and see what I can do about them for future games :D

Submitted

As a fun of puzzle games, this is the entry I've enjoyed the most so far! Perfect audio and gameplay was intuitive and fun. One thing is that in the itch browser version couldn't read properly because of aliased fonts (Maybe using bitmap fonts next time?) Really really cool concept, congratulations, a nice piece of art in under 3 hours.

Submitted

Ok, wow, I'm ridiculously impressed by what you managed to cram into only two and a half hours of dev time! Love the concept, detonating the boxes is extremely satisfying. A tiny change in my opinion would be to make the player movement a little bit faster, but it's only really something that impacts some of the later larger levels.

As a fellow user of Godot, I'm intriguied - what does your gamejam template consist of?

Developer(+1)

Thank you for the feedback.

Currently, (that was used in this game) my Game Jam Template has the text panels and the player. But my aim is to keep expanding it. For example, before the next trijam, I intend to copy in (and clean up) the code I used for moving between levels.

My eventual hope is to move towards more and more complex games all within the 3 hours of trijam :)

Submitted(+1)

That's a great idea, this was my first TriJam, but I can totally see how having a library of modules you can keep re-using would help speed up the basics of each jam!