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(+2)

Really great game and great concept! One thing I would have changed is that the walking and the fire is turn based (if I understand correctly), but the moving brick that is blocking you is in real time. But then the moving brick will serve no purposes because I can just wait it out, and the fire won't catch me. If the moving brick move according to the turn clock then it can become a major puzzle element (I have to count whether the block will be in front of me when I arrive near the brick). Anyway, I really enjoy the game, nicely done!!!

(+1)

Thanks for playing! Ah they do serve a purpose in that you can use them to not place fire on certain tiles depending when you run past them but I get your point. In a post-jam versions I will probably have both turn based and real time blocks

(+1)

I think the blocks should only be turn-based, it makes the weight of each decision by the player much larger. Also, having two kinds of moving blocks would make the game less consistent so whenever a player encounters a new mechanic they have to judge whether it is real-time or not which might confuse them. Have you ever played Helltaker? It's a free indie game on steam that's been blowing up recently. There are some ideas/mechanics from there which you could take inspiration from for your future development of this game. Also great game btw.

(1 edit)

I understand that but I  think that they can work together well too, take nova 111 for example they can play really well together in parts of that. If i do implement both kinds i would try to make it super obvious which kind is which but I do understand that there could be confusion. I havent but i will look at it. Thanks for playing!