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A Quick Flame's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Music/Sound | #42 | 3.347 | 4.000 |
Graphics/Animation | #45 | 3.586 | 4.286 |
Overall | #72 | 3.155 | 3.771 |
Technical Implementation | #82 | 2.988 | 3.571 |
Fun/Design | #92 | 2.988 | 3.571 |
Theme/Limitation | #96 | 2.869 | 3.429 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game implement the focus, Multi-Use?
Two-fold: 1) Once in the main mechanic, you can use flame apples either for sprinting, or for melting obstacles (which consumes all remaining sprint). 2) The name 'A Quick Flame' both represents the fire used in game, and referring to a romantic partner as 'a flame' which is relevant to the story.
Team Size
Completeness
What tools did your team use to construct the game?
Unity 3D, Affinity Designer/Photo, Blender
Which art and audio did you / your team NOT create?
Everything but the opening cave area, terrain, terrain textures, and snow/feet particle effects
Which art & audio did you / your team create BEFORE the jam started?
None
Which diversifiers did you use, if any?
Hidden Secrets, Color Blind Friendly
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Comments
This was seriously the most beautiful game of the jam. Managing to get a good story with a fun world all with stunning visuals, animation, and sound is really incredible. This is an awesome game, one of my favorites from this jam for sure!
The art style in this game is beautiful. I was fighting the controls a bit, but I think if I had a gamepad and the game supported it this would be so much fun to play. I think you can definitely make a full game out of this concept and art.
I loved this from the main menu. Very well put together. I loved the atmosphere, graphics and music, along with the animations. One thing I disliked a bit was the camera. At some points it was a bit too far, so I couldn't see well where could be walked to or not. The part that I enjoyed the least was being forced to go through the apple eating animation every single time I had to go back. It was very cute the first couple times, but a waste of time for the rest of the playthrough. Damn, I just wish the game was longer, I was getting too attached to it.
For future reference, make sure animations can be skipped enitrely after seen once. make interactions like those optional. Now my other issue was the controls. WASD + Arrow keys never fails, except when the Z key is the only way to interact with the apple. I was playing on WASD, and it was not a nice experience. I wish keybinding had been a thing, but the amount of quality and care put into this shows given the short time. It was well worth it!
Super well done. Hope we can get an expansion or something in the near future <3
Thanks for he feedback :D I used this jam to explore some Unity features I’ve never used before, which (minus one point) I think is what lead to the bulk of your feedback.
For animation locking, I’m not sure I’ll do it in the future. I mostly went with it here to slow the player down as the game is more about enjoying the scenery than getting to the end.
Regarding the Unity features I’ve never used before:
The Arrow Keys should’ve been usable. Though I’ll admit I did most of my testing with a gamepad. Unfortunately didn’t have time to implement remapping as I’m very new to the new(ish) Unity Input System and was working on the game through the final day.
While I’ve used cinemachine for years, I’ve never actually used more than 1 virtual camera. Took this game as an opportunity to explore every type of overhead camera option in it and the transition feature between them. In retrospect I think the worst experiences came from when I attempted to use a dolly camera, and with how slow the camera is in switching them. Definitely something I need to play around with more.
Thanks again for the feedback and I’m glad the experience grew on you! Currently I can confidently say that there won’t be a sequel any time soon, but that’s only because I’m working to turn a prior jam game into a full release as it won a category in Jonas’s Wowie Jam 4 and a bunch of people strongly suggested I make a full game out of it, lol
damn, I wanted more Foxies :'(. It is for a good cause though!
I'll check out your other game. You did a great job for sure. I also hate the arrow keys. I run away from them like the plague haha.
I dated a fox. Nice! I really love the idea and the visual representation. The art style is pretty unique and I like the small details like footsteps in the snow or that you even created an animation for eating an apple. Well done!
Beautiful game, can't believe this was made in such a short time. Great job!
LOVED IT! even though i was running at like 2 fps which made seeing things a bit hard lol
Oof, did the graphic options and/or putting the game in windowed mode not help? Sorry about that x.x
Glad you enjoyed it despite the technical issues!
I really enjoyed this short little romp. The textures made it a bit hard to figure out where you were going in a couple of places, and I would have liked to be able to rotate the camera sometimes, but otherwise it worked well. Beautiful game, cute little story. Short and sweet, and I liked it. Oh, and I never got to give the apples to her!
The Game Is Fun, But I Did Have Some Trouble With The Graphics Because They Blinded Me When I Started xD I Wish I Could Constantly Run Or That The Movement Speed Was At Least A Bit Faster ;P That It, I Love The Art Aswell.
I realized as I was in bed that I should’ve added a gamma slider. Didn’t have time to implement it, sorry about that =/
Sorry for no WebGL build. The WebGL part of the game became so heavily corrupted to the point where I couldn’t build at all. Not even switching operating systems, or reimporting all assets into a fresh project, fixed the issue. No idea what happened =/