Trial by Fire by CorgiRam
Destroy as many enemies as possible while also managing your space in "Trial by Fire!" When you destroy an enemy they leave a flame behind, preventing you from passing where you killed them. Survive as long as you can and get a high score by managing where and how you kill enemies!

This was our first game jam ever! It was super fun and I hope you all enjoy the game!
Controls:
Movement - WASD
Attack - Left click
Use Water - Right click
| HTML5 (web) | https://corgiram.itch.io/trial-by-fire |
| Windows | https://corgiram.itch.io/trial-by-fire |
| Original URL | https://ldjam.com/events/ludum-dare/42/trial-by-fire |
Ratings
| Overall | 523th | 3.448⭐ | 60🧑⚖️ |
| Fun | 543th | 3.281⭐ | 59🧑⚖️ |
| Innovation | 515th | 3.254⭐ | 59🧑⚖️ |
| Theme | 328th | 3.802⭐ | 60🧑⚖️ |
| Graphics | 838th | 3.06⭐ | 60🧑⚖️ |
| Audio | 593th | 2.886⭐ | 59🧑⚖️ |
| Mood | 529th | 3.196⭐ | 58🧑⚖️ |
| Given | 77🗳️ | 52🗨️ |
The fact that the flame is physically blocking me is a little bit weird in my opinion, lava wall would be more fitting ?
- The mouse aiming feels unnecessary. I'd much rather have had a pure keyboard control scheme where if I walk left, I face left, etc, and the attacks would face where the player faced.
- There's no way to deal with fire, and that means if you get trapped behind some fire you literally can't do anything. I get that the fire should feel entrapping, but it would be good to achieve that and still give the player a way to feel like there's nothing to do but to quit the game. OR some kind of suicide button/mechanic.
- The music is a bit repetitive and jarring.
The overall presentation is pretty good. I don't know what the glowing enemies did later in the game but it's good that there seem to be some kind of ramping up besides just the space being consumed by the fires :)
I agree there should be a way to restart the game when you are trapped. There is a way to destroy fire, by picking up the water bottles that occasionally appear.
Thanks for the feedback on the music! I am very new to making sound effects and music and I'm primarily a programmer but I'm hoping to get better at everything!
It's a nice concept for a game. It adds a tactical element rather than just having the player attack everything in sight.
The graphics are quite nice, especially the fires.
@wrenpirate thanks for the feedback! It was definitely a challenge to balance how much water you get and making the game too easy. I also agree that the controls could be streamlined, I tried both mouse/keyboard controls and keyboard-only controls. I felt with mouse/keyboard the player could do a bit more, but keyboard-only is definitely more simple and easy to pick up.
The mouse right click doesn't seem to work in the browser, thus I could clear fires. Also, I think fire should hurt the player when getting to close, so you can't run to fast without burning yourself.
The little twinkle animation to say when your attack is ready again is clever, although I thought it took too long to reset - only a tiny bit though, found myself running more than attacking.
Great first jam entry!
The menu screen with the character is a so good idea to get the controls!
What are you playing as? It is a rock that cracks? Either way I thought the cracking and the potions were really intuitive and had a lot of fun. Thanks for posting!!
@jamesolivermusic yeah, the audio and UI was a bit rushed near the end of the jam and I really would have wanted to polish it up more! I'm also very new to creating music and sound effects, but it was really fun and hopefully I can get better for the next jam!
@draeskai and @steffanie thanks so much for playing I'm happy you guys enjoyed playing! We tried to make the gameplay feel intuitive without having to do a full blown tutorial in the short amount of time we had for the jam!
If you plan on working on this game further, maybe consider adding an option for keybinds or a setting for mouse/keyboard vs. keyboard only?
The game itself was really fun! Definitely challenging and requires quite a bit of strategy to last more than a few waves.
The hardest part for me was trying to get over the traditional play-style of similar games, where the goal is to survive waves/as long as you can. In those, you just have to focus more on your positioning relative to other enemies, but being forced to question if it's a good idea to kill an enemy or not really makes it difficult (in a good way).
It reminds me a bit of the enemies in the Stardew Valley arcade game, where certain enemies turn into (temporary) blocks when you kill them. They're used in that game as mostly a strategy to block off the other enemies. This game is a really good balance of using that sort of strategy, while at the same time not blocking yourself in.
Great game!
And thanks for doing a web build!
@laurim thanks for taking the time to give all that feedback! I'm happy you enjoyed the game! I definitely put a lot of effort into trying to balance strategy and difficulty. The possibility of adding options for keyboard/mouse and keyboard only controls is interesting and may make the game more accessible to more types of players. If I revisit the game I will definitely explore the idea!
@kinsei I'm happy you enjoyed our game! I really do want to improve the feedback for the enemy ranged attack! As for the art, we didn't have a dedicated artist or sound designer, we are both programmers, so we are still learning in those areas!
Good job