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Edutastic Games

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A member registered Sep 02, 2020 · View creator page →

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Oh damn, I just saw that the itch.io version wasn't updated yet. The steam version already got the "ng+" feature where you can skip the whole beginning part after you have beaten the game once. I'll see that the game is updated here as well :)

Ending C is about how the guy stuck in the cave reached it... maybe you can do that as well :)

Thanks for the comment :) Hope you enjoy the other endings!

Good Job :D

My best (and third) run was scored 149. That was also the first run where I actually reached the goal after getting accustomed to the controls and the puzzles. I do enjoy fast paced fps with an emphasize on air time and flow so I was kinda hooked to keep playing. So, for a quick practice jam, this was already pretty nice :) Here's some additional feedback regarding stuff the game lacked in my opinion that could help to make the game better:

  • Mouse sensitivity: For me, there was some super strong mouse acceleration and a super strong mouse sensitivity in game when looking around. Fast movements rotated me 360° in an instant. So I had to play very carefully to not get disoriented. This is the most important thing for any fps. Get the mouse controls working properly. Everything else comes after. I didn't see any options so I had to fight against the game immediately. Probably an easy fix, but still. This can throw off people very easily.
  • Gunplay felt underwhelming. Shooting was slow and sluggish and there was no hit feedback whatsoever. That's probably all due to the time limitations but since it's a core part of the gameplay loop, I have to mention it :)
  • It felt weird that I had 100% air control. I wasn't expecting that. Even in very arcadey fps, there is some inertia involved when jumping to make the jump and run passages as rewarding/challenging as possible. That might be a personal preference, But 100% air control with no inertia always feels weird to me (like super old timey atari games)
  • The levitating platform bits dragged down the flow of gameplay too much. Especially the one where you have to stand on it and wait till it brings you over to the lever. I enjoyed the fast paced movement bits more :)
  • There was nothing in the core gameplay that I haven't seen before. Generally, it felt kinda like games I've already played a thousand times. Not that that's really important per se if they're good, but I always enjoy at least some novel ideas introduced to keep me hooked, especially in a jam context where there's no real risk involved to try out new things.

That's my main feeback. Congrats on your first 3d-fps game :)

It was an honor to be part of this project o7

Super cool :D The art and sound design goes a long way to make the basic gameplay loop very enjoyable. The three stages are also more than enough for the whole premise not to wear out on the player. I wish there was a way to actually see if neurosama would turn around after finding the wrong tool. I didn't see any way to optimize my approach other than just to wait each time to see if she turns around or not. Maybe there is some kind of hint? Some audio/visual feedback would be good to involve the player a bit more. Good job :)

Good job :) Hope you had fun!

Without sound, the only thing you'll miss is the "fail" sfx if you make a mistake during the climb. Sound isn't really needed at all to solve it though. The solution is purely visual.

Thanks for playing :) The music bug in the end sequence is known, but since it wasn't game breaking, I didn't bother to fix it (yet). The other bug sounds interesting, never heard or saw that happening. If I find the time to work on the content update again, I will look at this as well!

Hey! That update is not yet released and is still in the works. I hope I can come around to it soon. That will also include a lot more endings and content throughout :)

The big update is pending. No time to really keep working on that right now but I hope I'll find the time at some point

Super cool stuff :)

Thanks for the comment :) Very happy to hear to you enjoyed it :D

This sounds really strange, I think it's the first time I heard of this. How is in-game fps? is it running poorly? I only know of issues in connection to bad frame rates. Collision detection starts to act strangely with low fps.

Well, there's a hand full of endings, so feel free to try your best to get one ;) If you have problems progressing, you'll find a couple of walkthrough vidoes here in the comment section

yes :D

Which part do you mean exactly? The trial has a couple of different challenges :)

The bridge disappeared after I walked over it... creepy o_o But at least, I could still walk over the collision box :D

According to the screenshots, this doesn't look like vandalization... more of an improvement :D Great work!

yes, I knwo :D That skill might come in handy down the line in some of the side quests ;)

ha, interesting :) Never thought about that. Yeah, I would've loved to have a muffled version of the currently played song, but that was out of the question due to technical restrictions. That's why I went for a reduced, short-looped version of the main theme with a low sample rate to "imitate" that feeling. Apparently, that didn't work out well ;)

Yeah absolutely right, most of the stuff in the game was thought of on the spot without really having a "masterplan" in mind. Some things work great together, other things don't quite. In that regard, the game development process was like a living being, growing and evolving while we worked on it.

The Odin version plays when you finish the game with the female looking character for all Endings except E I think.

Thanks for the praise, great to hear that people still have fun with the game after such a "long" time :D I'm especially happy to hear that you like the OST. I'm basically just an amateur in that regard and still learning the ropes to this day.

oh, the source IS public, The game is completely open source. So, if anyone wants to tinker around with it, that's perfectly fine! The code is a jumbled mess, but that's to be expected from a frankenstein project that was mostly cobbled together in a three day jam :) https://github.com/friendlyfiregame/friendlyfiregame/ 

Thanks for the speedrun link!

Updates in regards to speedrunning like you asked won't be possible, I'm a afraid. I have barely enough time to work on this update aside from my other projects and that update wasn't even planned to begin with :) So, sorry! But I didn't know there was an active speedurnning community. Gotta check that out later!

yeah, there are quite a few ways to end the game :) 5 in total, currently. I'm currently working on an update where finishing the game multiple times gets a little less tedious. So, maybe you'll give it a shot when it's ready! Thanks for playing

Thanks :D If you'd ask me, I'd substract a lot more points due to technical issues. Thanks for only taking off one point :P

Thanks a lot :) Great to hear that you had fun

I think (Left) SHIFT should work just as on any other OS... The ability to run is not available from the start though! So keep that in mind.

Yeah, that's right :) Didn't account for people running around, entering doors after feeding the flame. Thanks for pointing that out! Fixing that will be more trouble than it's worth though, so I'll just keep it that way for now. Cheers!

for some, this is actually the best ending :D

Great, hope you have fun with the other endings as well :)

Like the rock said beforehand, you need to cross the river. You can use the stone as a literal stepping stone.

love it :)

You're absolutely right. The character itself is, aside from giving some exposition and providing a gag ending, rather useless. I like the idea to build upon the "giving away power ups" idea to help him out. If only I had more time on my hand :D

The browser version is the way to go then :) Just try to use firefox or chrome. Haven't really tested it on safari, I think.

Thanks :) Love the doggo endings as well! They were really fun to make

Yeah... That was reported a few days ago by someone else as well :D There's an update planned with a new game+ option and a little new ending. I'll see if I can tackle that Issue as well

Thanks :) I always found C pretty easy... People reported this bug a lot back when the game was released originally. I think the higher your framerate is, the easier it is to pull off.

I'd love to make more games, but I'm currently swamped with other projects after work. So, finding the time for that is really difficult.