Embers by LDJam user 236545
Embers is a game where you search for firewood to keep a campfire burning for as long as possible.
This is less of a game and more of a tech demo. I'd like to keep working on this and turn it into a full-fledged survival and exploration game. I had a blast participating in Ludum Dare Extra, and I'm really excited to keep working on this project!
If you'd like to read more about the game, please check out the devlog!
Ratings
| Given | 15🗳️ | 23🗨️ |

The hex animations were cool. The best thing I can think of to add would be to allow the player to input the next move during the walking animation, so the next move can start as soon as the player arrives in a hex. I think that will make it feel a lot smoother.
I just finished my Extra entry, too; feel free to check it out!
My only issue, is that difficulty doesn't really scale after just a bit; My progression of turns left went something like 30 -> 60 -> 100 -> 160 -> 300 -> 650. At some point, it didn't feel that exciting anymore, and coming back to the fire felt like a chore, so I went to explore until the end, with +100 log resources. Then the falling of ALL tiles took like 2 full minutes maybe lol. Still, very nice game for a game jam.
I'd encourage you to expand the game if you can, even if just a little bit, since I can see the game gaining lots of value just with a bit of diversity and effort, on the already nice foundation you have.
Congratulations overall!
.
I really like the way the world builds up as I move around. The cells flipping has a nice feel to it and I like that the character is a traditional boardgame piece.
I think you have a solid base to build off of!
@madbarron Thank you for the feedback! Movement happens a lot, so it's important to make it feel good. I'll keep that in mind.
@albertnez You beat my own high score and have _way_ more patience than I do, haha. Thank you for playing!
Moreover, I agree with all albertnez said about the game (too easy, and adding more diversity).
I had a little trouble knowing whether the fire would extinguish one day, and understood it only after several long expeditions. Maybe add the number of rounds left at the same time as when we put the wood in the fire (no need for double checking the fire).
Overall, really nice impression.
Well polished, but gameplay-wise a little lite. Still, really cool to play around with.
Just a job well done. Thakn you for taking the time to code up this idea.
I'd say nailing the controls is going to be key. Despite the control note, I tried to do it WASD style and forgot about QE part, which made movement feel awkward. My fault I know, but perhaps some small letters around the hex that tell what key to hit to go which direction could be helpful the first few 'rounds'. I also kind of really want mouse point and click controls too.
Also if I just run for it, when the fire goes out it takes a LONG time for the collapse effect to reach me, feels like the game is broken since no other message or sound effect is ongoing to tell me something is going on.
Hopefully you can find time to refine it, since as a platform to build something bigger on, it already feels and looks great.
I think the game would benefit from an arrow pointing back to camp. Also, I noticed that the hexes turned gray just outside your area of view, but you wouldn't spot logs in those spots until they were in the green area. So when you walk a long distance and everything looks gray, you can't quite tell if you've actually seen a hex or not. I'd suggest either showing the log when you expose it or coloring hexes differently if you've exposed it but not had it in view range. Also, a "life bar" at the bottom would be helpful.
Thank you all for the kind words. I spent a lot of time thinking about the look and feel of the tile reveal. As a game atom, it's one of the things that the user will experience the most, and it's good to know that others find it as satisfying as I do.
I super appreciate the critical examination, and that you took the time to share the bits that were frustrating and/or confusing. I share a lot of similar feelings (and expected most of these comments). This is great feedback for future work, and exactly the kind of input that I need at this stage.
1. It'd be nice to see the number of rounds remaining without visiting the fire.
2. Narratively, if I can walk away from the fire for a long time, why do I need this fire at all?
3. The controls felt a bit tricky on a hex grid. I wouldn't mind this if the game mechanics benefited from the hex grid though.
4. The game needs to force me to make a decision. Exploring randomly isn't a decision, it's busy work and will always lose its spark after a short run. A mechanic that balances the number of items collected vs the player's move speed could solve this.
5. Upgrades never hurt :)
Navigating on the grid with the 6 movement keys was interesting and not something I'd ever tried in a game. I got the hang of it after a minute, but it took some adjustment.
Finally, I wish I had some kind of 'fire status' that I could see when the fire isn't on my screen. If you wanted to, that one piece would make it feel much more like a game.
A fun little demo for sure either way, with some good lessons in there.

The trick is to only update the tiles you need to. In this demo, we only check the surrounding tiles at the beginning/end of a player move. In the work I'm doing now , I'm trying to break the world up into "regions" or "chunks" - so I only ever need to look at a fixed number of hex tiles. If you move too far away from a region, it can be unloaded from memory until you get closer to it.
Even if the score doesn't matter too much to you, I'd consider in the future to include at least one category to rate on your game so that this doesn't happen.
At first you had me thinking you had made a Catan clone :)
Flipping sound and animations are awesome)