Flammo - Keep The Fire Alive by Team Prosit
I used this opportunity to try using the new light features in Unity like glow effect and 2D lights. I really enjoyed this jam. Looking forward to playing your games!!

Ratings
| Overall | 682th | 3.274⭐ | 33🧑⚖️ |
| Fun | 745th | 3.017⭐ | 32🧑⚖️ |
| Innovation | 960th | 2.683⭐ | 32🧑⚖️ |
| Theme | 670th | 3.516⭐ | 33🧑⚖️ |
| Graphics | 317th | 3.726⭐ | 33🧑⚖️ |
| Audio | 388th | 3.259⭐ | 31🧑⚖️ |
| Humor | 680th | 2.404⭐ | 28🧑⚖️ |
| Mood | 382th | 3.383⭐ | 32🧑⚖️ |
| Given | 34🗳️ | 21🗨️ |
Well Done!
**TIP**
I think that "delayed" jump would make jumping feel more reactive. Compo is really short, but implementing this doesn't take much time.
You basically allow player to jump couple of milliseconds after he already started falling down from platform. (This behaviour has a name, but I can't remember it)
As feedback, I would expand coyote time (that is, allow for a greater walking length than the platform looks like). I always felt like I fell off a platform too son. Also some ambient light, even if it's just a bit.