Such a great vibe and very cozy experience. UI & sound effects are really satisfying. Great job!
Rose & Leaf Studio
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Such a well-executed game, it really captures the eerie and freaky sensation of being alone in a forest. Very cool environmental storytelling that is elevated by the pixel art. You used the limitation really well with this palette for a cohesive and evocative style, amazing work! We got to the ending, although it feels like it didn't play out as intended, the monster still attacked and then the retry button didn't work.
The pixel art is so effective, the only critique is how the fireplace is animated. Adjusting the opacity makes sense as a way to animate the flames, but it does feel like it clashes with the rest of the simple style and looks a little unnatural.
Overall great atmospheric work and well done, one of the best kinds of jam games!
This is a really cool take on the theme/limitation, the puzzles are clean and fun to solve. Played through a few times to finally figure out the key puzzle, the multiple endings are a nice touch. The character sprite changing as you regain your memories was well done. More narrative-driven games in jams are always really cool to see, great work!
This is a great take on a rogue-like that fits the fire inspiration and color limitation really well! Love the NieR influence as well. Only being able to shoot straight in the cardinal directions in combination with losing health with every shot really encourages the player to be mindful and precise with their movements and shots. Having an endless mode is really impressive for such a short jam!
Only critique is that the UI is a bit messy and difficult to parse, especially for an action game where things move quickly. Having more icons alongside the text, or spelling things out like "Score" clearly would help with this. On the other hand, some of the upgrades were difficult to infer what they were going to be before picking them up, because they are only icons with sometimes vague designs that have no link to the UI.
Very nice physics puzzle concept with a very striking visual style. The physics controls with the mouse are just a little too unwieldy so it got frustrating at points trying to position blocks in a certain angle. Maybe having the option to rotate on its axis with keyboard controls would provide a little extra quality of life.
This is really great, the platforming feels good, like classic Mega Man, slower movement but precise. Dying felt fair because it was clear what could be improved in the next attempt. The visual presentation is the highlight, lots of nice little details like the character bobbing sprite, the desynchronized fire animations, and the way the moving platforms slow down as they approach. Use of sound effects is great as well. Some music would help build the atmosphere too!
The water shooting has some quirks that took getting used to, but are not necessarily negative. If you stand really close to a flame, the water will arc over it. It makes sense with the physics and encourages the player to manage their spacing more, but was a bit jarring at first. Having to hold down the button for a bit before the first water splash comes out makes the control feel a little less responsive.
Would really love to see more levels with this concept, feels like there is a lot of potential for a larger game here!
This game looks great! Really efficient use of the color palette and limitation, the pixel art is just great. The jump mechanic itself is very well-tuned and satisfying, it is nice and responsive.
The danger obstacles are difficult to see and read on screen. The changing ability over time as the flame dies out is really cool, but it has the consequence of requiring a lot of waiting just to get to the smaller size. With pretty unforgiving difficulty, I imagine many are dying several times to get through each level, so even though you are only waiting a few seconds to change size, it adds up over time and becomes frustrating. The very repetitive music loop exacerbates that as well. The control scheme for the fire shot ability doesn't feel very good, maybe a WASD movement with using the arrow keys to fire the shots might help the player feel more in control.
This is a great game, one of the most addicting in the jam for sure. The visuals are great, really effective pixel art designs and aesthetics. It has the classic satisfying gameplay loop of something like Dragon Quest, grinding to become stronger to beat the next big enemy, and figuring out how to optimize the grind. Amazing job!
Around halfway through I realized that it is just more powerful and efficient to use the lowest fuel cost ability. Is there a real tradeoff/benefit to using the higher level skills? Since the enemies don't hit back, and you only die when you run out of fuel, it didn't really feel worth using those skills.
Thank you so much! Yes, some people have found some of the earlier levels a bit more difficult. I think there are some tricks to some of the mid levels that might've been harder than expected. The last level specifically was designed a bit easier than the previous two because we didn't want players to get stuck on the very last level :D Appreciate the feedback!



