Stoke It ! - V1.3 by WegPast
Stoke It ! - V1.3
Keep high pressure in your boiler to escape a huge worm cave !
Keep stoking it !
Keep it alive !


The team :
Game made with Unity, Aseprite, ChipTone All graphics, musics and sound-effects are homemade !
Available on Windows, Linux and Web !
About the Linux version : * - *Download archive - Extract it on wherever you want -* Add "execute" permission on the "StokeIt.1.3.x86_64" file.* - Play, enjoy, rate :D
UPDATES :
V1.3 available ! - Fixed: particles FX when a mob is killed does not appear. - Fixed: bad enemies life calculus
Instructions :
- Escape from the worm's jaws by keeping a high speed and avoiding damage from hitting a stalactite or enemy fire.
- Use arrow keys to move
- Keep all your modules safe and go on !

Screenshot :

Older update : V1.2 : - Some tiny improvements on the tutorial
V1.1 : - Fix HUD minor errors
Ratings
| Overall | 1040th | 3.567⭐ | 54🧑⚖️ |
| Fun | 1378th | 3.245⭐ | 53🧑⚖️ |
| Innovation | 981th | 3.402⭐ | 53🧑⚖️ |
| Theme | 1321th | 3.615⭐ | 54🧑⚖️ |
| Graphics | 205th | 4.377⭐ | 55🧑⚖️ |
| Audio | 743th | 3.471⭐ | 54🧑⚖️ |
| Mood | 747th | 3.65⭐ | 52🧑⚖️ |
| Given | 69🗳️ | 64🗨️ |
I couldn't get very far, but I will say I love the art direction, theme, and the customization of the ship. the music was grating and quite hard to listen to though, and the sound effects levels needed adjusting. There was a "ding" sound that pierced my eardrums, when most of the other sounds were pretty low key.
This game's got some potential though, I just wish the controls were on WASD lol
Can I find your game also on indiexpo website? The channel is linked with them.
And our Unity setting was based on the Azerty layout ('cause we're french our keyboard is like this)
We'll make the "wasd" control working soon.
This game could get popular in mobile, just make a little tutorial instead of pages of information. Great game!
One small thing and that may be just me being a bit of a bad loser but.. I could swear that even though technically it looked like a projectile from the enemy wasn't going to hit me, it did hit. Could it be that the collision box is a bit too big for the asset? Or was I just too unskilled and not being able to admit that I just didn't dodge properly? :see_no_evil:
I managed to bring the enemy to -20 HP on my 4th playthrough but the game kept going. There's an issue with the HUD not being displayed properly on non-fullscreen. You might want to add a warning for that.
Overall I liked it :) Good job, keep jammin!
The unpleasant bit was the amount of text on the intro explanation, though x) However, might just be me that wanted to play and wasn't in the mood to read, to be honest.
Great entry, congrats team!
the pixel art looks splendid, the gameplay is decent, the avoiding controls felt smooth and you were able to put so much gameplay mechanics in there!
however, the way I see it, that is the biggest weakness that it is overwhelming at first, if you continue to work on it I would start gradually, at first making a segment where the player simply has to avoid the obstacles and then slowly adding all the upgrades :) maybe the upgrading never stops because you still get hit sometimes or like the machine parts get broken over time or something?
You could also make it that after a player manages a segment you have a short time to buy upgrades at a store etc (which you can only do between the segments) I think FTL might be a good source of inspiration for your game :)
All in all, a very nice entry with gorgeous pixel art!
I kept dying and I couldn't figure out why, maybe a few intro levels to get familiar with everything one at a time?
Tutorial on start really helps. The only complaint I have about it is that font is not easy to read. Maybe it makes sense to scale up the tutorial content to the whole screen. There is a lot of unused space left on my screen with tutorial occupying just a quarter in the middle.
@jmad Coop is a greate idea, but implementing Multi-Players has been always a struggle on our last games, so... in 72h it would be some risky business !
Still, your idea is quite nice, maybe we'll think about that in a Post-Post LD ;)
@cvetk0 @teamindot @lyrcaxis : Yes, the game need some more clarity, in HUD and in its way to alert the player on incomming problem (like to much pressure). In the Post LD, we will had some more visual and sounds effect to help the player manage all that he/she have to do to get through this escape :)
Thanks all for feedbacks ! Stay tune for the Post LD !
I'll go back test other games, cya !
I almost feel like it would be more fun if the ship was on auto-pilot, or on rails- as crazy as that may sound. If only because of all the other details and game play you have crammed into the game.
The graphics are amazing! The art-style def recalls an alt-history 1990's high-end computer game adaptation of Lynch's Dune. Can't wait to see what you do with this post jam. Congrats and thanks for the game!