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Through The Fire's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme/Limitation | #29 | 3.667 | 3.667 |
Technical Implementation | #39 | 3.433 | 3.433 |
Fun/Design | #47 | 3.467 | 3.467 |
Overall | #48 | 3.360 | 3.360 |
Music/Sound | #64 | 3.100 | 3.100 |
Graphics/Animation | #82 | 3.133 | 3.133 |
Ranked from 30 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?
At the beginning of every level, you have a certain number of points that can be used to upgrade multiple things, such as jump height, time, and the number of crates you can break.
Team Size
Completeness
What tools did your team use to construct the game?
Unity, Aseprite, and FL Studio
Which art and audio did you / your team NOT create?
The font (https://www.dafont.com/gunplay.font)
the "thump" sound effect (https://freesound.org/people/bareform/sounds/218717/)
the crate breaking sound effect (https://freesound.org/people/kevinkace/sounds/66777/)
the "error" sound effect (https://freesound.org/people/lluiset7/sounds/141334/)
the fire sound that plays on death (https://freesound.org/people/florianreichelt/sounds/563765/)
Which art & audio did you / your team create BEFORE the jam started?
The sound effect that plays when you click a button
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Comments
The artstyle is pretty cool and the puzzles are impressive you did an excellent job on this game a well deserved solid rating from me thank you for this amazing submission
Glad you enjoyed it!
The puzzles were very creative! The graphics could use some work though
Thanks! Glad to hear you liked it!
It frustrated me at first because I forgot the tutorial right when the game started lol. Being able to spend your points on strength and jumping introduced more to the puzzles. I really liked how you made the player assume it should be done one way, but the real solution was to take the path less traveled. I wasn't nimble enough for the 10s level though :( Great jam!
On the 10s level, you are probably using your points the wrong way. It's a tricky level but it doesn't require you to be that "nimble", it's more so just a tricky solution. And I'm glad my game isn't a pushover at least.
really nice puzzle game :D some had me stumped and even more stumped when trying to execute them :)
Thanks for playing! I'm glad it wasn't too easy lol. My biggest worry when designing levels is that people would just figure them out in seconds.
Fun game! I really liked the points system. On the level with the 3 boxes though, I wasn't really sure how to complete it. I ended up putting all my points into jump height and jumping from the far left edge while my player was off screen. Was that the intended solution? Just curious!
The player shouldn't ever go off screen. Are you playing in full screen? Unity WebGL and itch.io don't always mix, so unfortunately you kind of have to play in full screen to get the proper experience. I did put something in the title screen about that. And yes, that sounds like the intended solution.
The game is good! I really liked the little bop of the game and I really liked the mechanic. The only criticism is that I think the way the theme is implemented is looks superficial, but the subtle increase of difficulty on levels makes part of the theme as well. Other then that congrats bro, very cool.
Yea I had the idea before the theme was announced, and kind of forced the theme onto it, so I can see how the theme felt like a side mechanic rather than the central focus of the game. The central focus of the game was more the "Multi-Use" part, but I hope that the theme is still prevalent enough. Thanks for the feedback!
The original music is quite nice on its own merit but I don't think it always fits the situation at hand, could do with having a more frantic feel to it.
the collision with the fire seemed a bit off, by which I mean I thought jumping after hitting the wall underneath a fire would be safe enough but collides on the way up even though the fire doesnt visually extend past that vertical line.
Presentation's quite nice, though there were times where I'd keep restarting the level knowing what upgrades I needed and the wall was still falling down behind the character by the time I was ready which caused a tiny bit of frustration, particularly when coupled with the tight time frames of the later levels themselves where even if you have the proper upgrades figured out a mis-input will cause a loss.
Thank you so much for the feedback. I do agree that I'm not sure I completely nailed the music, although for the fire collisions I don't think that it's that big of a deal considering that the only level that it affects isn't too hard anyway. And as for the animation, I do agree, which is why I allowed the player to buy things during it, although you are right it could've been a little shorter. Anyways, I'll make sure to play your game, and thanks again for the feedback!