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Murphyslaw

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A member registered Apr 25, 2021 · View creator page →

Creator of

Recent community posts

How cool. Did you create all of the graphics and animations yourself? Respect! Like "Spacewar", I really like the simplistic style, but still everything is very consistent and feels really nice and thoughtful.

I found the fights a bit too easy or had no real issue. I think I only got hit once. Maybe the enemies could have one special attack, but on a relatively long cooldown.

I enjoyed the random lines the enemies were saying.

Maybe instead of the enemies dropping food randomly, there could be some kind of container I can hit, which then drops it.

Would also be cool, to actually go through any of the randomly displayed doors  and end up in random level. 

I didn"t understand the title screen and why there is a bus driving...but it looked cool and exciting.

Keep up the great work!

I just played the game with my girlfriend and we both had fun and a good laugh listening to the music, which fits surprisingly well, as the ships "waltz" around each other.

Simplicity can be so powerful! 

The ship triangles could already become more transparent, the more they get hit, not just at the end, when the ship gets destroyed. This way the ships themself are their own life indicators. This would then also maybe raise the need for some kind of recovery powerup, which the players could fight for, specially the heavily wounded one.

Art style is consistent also in the menu and choice of font.

Not sure, but maybe the projectiles could also teleport to the opposite side, like the ships do and then despawn based on a lifetime instead. This way, shooting could become a bit more strategic, firing at the right angle.

Well done, and thank you for this local multiplayer fun.

Thank you very much for your kind words and taking the time to try out the game. I think you are my first player and this the first user feedback. Feels nice! :D

What a great idea. I think these enemies could just simply spawn somewhere and slowly creeping in the direction of the fire, therefore making it harder for the player to navigate. When these creepy enemies get too close to the fire and the fire still has let's say more than 20% intensity, then they disappear, otherwise they could just linger there and block the players way.

In my design document, I actually had another optional feature planned, which was to have a dog come in from time to time and steal a stick, also making it harder for the player to find sticks with which to stoke the fire.

The Fire Keeper

The Fire Keeper

You are far away from home, stranded on a clearing in the midst of a forest and all you have to survive is a scorching campfire. How long will YOU be able to stoke the fire, before the freezing cold will bring your life to an inevitable end?

[Play The Fire Keeper]

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Challenge

Can you get more than 15k points? Post your highscore in the comments. :D