Catuwu has risen, and has commanded the water elementals to wage war on the rest of the elements! As a fire elemental, protect your fire from them as you travel to Catuwu's island to take him down in this twin-stick shooter!
Controls:
WASD for movement
Arrow Keys to launch fireballs
P to pause the game
Made for Ludum Dare 46
All credits are written in-game
(There's a bug where at times water elementals will stop spawning. If you come across it, please reload the page and press F1, F2, F3 or F4 to return to the respective level.)
This game has a lot of potential. The art and sound usage were good and the theme was spot on. The controls were fine as well but the level design and collisions made it tough to move around to fight the enemies. Still a job well done.
I know you opted out of graphics and audio, but the assets you chose to use were good.
It felt a little bad that there wasn't really an order to how the water enemies spawned, which meant there was a chance you would just take damage if you strayed too far away from the fire to collect wood. It might be nice if there was an indication for off-screen enemies, of something of that sort.
Hi! Thanks for the feedback! Do know if you want to see more in less time that with f1, f2, f3, and f4 you can go to levels 1-4 and that after lvl 4 there is a boss, bullet hell like. Enjoy!
Hola que onda perro, yo no hablo mucho ingle vite, pero bueno, aca etamo, jugando de ruta porque estamos con una tostadora. Ta buenardo el juego, la musica esta riki martin. Para 72 horas esta bien bueno, espero retrocompatibilidad con ps4, Xbox, Switch, PSVIta y la concha de tu hermana. Saludos.
I liked that most of the strategy is focused on the resource management; I didn't want to leave the fire to collect wood, but not doing so is a guaranteed failure!
Really like the concept! The plain text bothers me tho.. Would rather look in the discription rather than be flooded with info right at the start. apart from that.. great aesthetics!
Tough game! I was constantly torn between wanting to protect my fire, and wanting to venture out to grab some wood. Most of the time I'd defend and hope for a wood elemental, but sometimes you gotta take your chances and find some tinder. I think it would have been cool if there were powerups, or some kind of special ability you could trigger (maybe a temporary shield for the fire pit so you could safely hunt for wood?). Of course, not much time in Ludum Dare to implement that those types of extras
I liked how there was more than one enemy type. The big elementals on level 2 are especially difficult. Also, the fact that attacking reduces the flame is a clever idea. Great work!
After about 5 attempts I managed to get to the second level. It was really cool to see that you have multiple levels with new art and music. It was really challenging, I was finally defeated by what seemed to be a boss on the second level, who was shooting :sweat_drops: at me and my :fire:.
I like how you had to constantly make jugementcalls between going out to get more wood or staying to defend, making the wrong call at the wrong time would very quickly result in you losing.
Yes! I beat the ice boss of blue balls with the fire from my heart-uh.. from my fire. The music on the second stage was pretty bumpin, too so good choice with that ;) Reminded me of some tracks from the old Boom game (Mac os cross over of Doom and bomberman... I'm old).
Good job, I really liked playing it, if the enemies had come faster, maybe it would have been better. It is very complete for the given time. very nice game
Some random thoughts while playing the game: - This is a *lot* of text to read before starting the game, but hey, props on having a tutorial! - I think this might've been better with mouse targeting. Enemies from the cardinal directions are easy to hit, and enemies that come diagonally almost impossible. - Earth elementals sure are selfless. And burn remarkably well. - I wish you could drop wood *next* to the fire too, so you could collect some while you don't need it. - I wonder if slower enemies would've worked better. I barely venture out into the world - it's sometimes even hard to hit enemies when you're close to the fire, but with my slow move speed it becomes absolutely impossible if I try to pick up wood that's a bit further away. - I can't believe you added a multiphase bullet-hell endboss to the game. (And I *knew* catuwu was really a cat!) My slow movespeed makes that it a bit hard though. And why can I suddenly shoot as often as I want to without losing health?
The mechanics seems solid and could probably be improved with a little iteration/polish. The art and music work well. All in all, pretty nice!
Hello fellow Construct user! Good to see more of the Construct 2/3 entries this year! :smile:
Nice concept, maybe a bit text heave on the intro - with these jams, the simpler the better, there's stuff you could streamline / make the game more fun. You could lose the extra keys ( B to begin / T to restart from beginning etc.. ) - do it with a single button / or UI buttons .
The wood collecting could just be touch. Then all you need to worry about is moving and aiming.
The use of WASD / ARROWS was pretty cool, and felt natural.
Comments36
Try to push it to an enter de gungeon direction.
I like the design of the main character
I liked the wood elemental mechanic that would keep you alive if you protect it
I know you opted out of graphics and audio, but the assets you chose to use were good.
It felt a little bad that there wasn't really an order to how the water enemies spawned, which meant there was a chance you would just take damage if you strayed too far away from the fire to collect wood. It might be nice if there was an indication for off-screen enemies, of something of that sort.
Nice work for 72 hours!
I liked how there was more than one enemy type. The big elementals on level 2 are especially difficult. Also, the fact that attacking reduces the flame is a clever idea. Great work!
I like how you had to constantly make jugementcalls between going out to get more wood or staying to defend, making the wrong call at the wrong time would very quickly result in you losing.
Great job, I enjoyed playing it a lot! :smiley:
Well done on the entry!
- This is a *lot* of text to read before starting the game, but hey, props on having a tutorial!
- I think this might've been better with mouse targeting. Enemies from the cardinal directions are easy to hit, and enemies that come diagonally almost impossible.
- Earth elementals sure are selfless. And burn remarkably well.
- I wish you could drop wood *next* to the fire too, so you could collect some while you don't need it.
- I wonder if slower enemies would've worked better. I barely venture out into the world - it's sometimes even hard to hit enemies when you're close to the fire, but with my slow move speed it becomes absolutely impossible if I try to pick up wood that's a bit further away.
- I can't believe you added a multiphase bullet-hell endboss to the game. (And I *knew* catuwu was really a cat!) My slow movespeed makes that it a bit hard though. And why can I suddenly shoot as often as I want to without losing health?
The mechanics seems solid and could probably be improved with a little iteration/polish. The art and music work well. All in all, pretty nice!
Nice concept, maybe a bit text heave on the intro - with these jams, the simpler the better, there's stuff you could streamline / make the game more fun. You could lose the extra keys ( B to begin / T to restart from beginning etc.. ) - do it with a single button / or UI buttons .
The wood collecting could just be touch. Then all you need to worry about is moving and aiming.
The use of WASD / ARROWS was pretty cool, and felt natural.