Nuclear blaze by deepnight
The building is on fire? Nah, not today.
NOTE: there is no sound, I didn't have time :)
The initial intent was to make the final levels feel like “you can’t stop the fire anymore, you only have to survive and find your way out“, but this didn’t make it to the 48h game, even though most required systems were implemented.
I'll probably make a post-compo version, specifically because I want my 3yrs old kid to be able to play this, so I need at least to add a "kid friendly" mode, without death, and less stress :)
I definitely spent too much time tweaking the fire effect but I’m pretty happy with the final result anyway :) I couldn’t implement everything I wanted to get closer to the actual theme, but the general idea was to make a game where you really feel that things are getting worse and worse, and out of control at some point.


| PLAY (html5 or download) | https://deepnight.itch.io/nuclear-blaze |
| Link | https://github.com/deepnight/ld48 |
| Mirror (html5) | https://deepnight.net/games/nuclear-blaze/ |
| Original URL | https://ldjam.com/events/ludum-dare/48/atomic-blaze |
Ratings
| Overall | 25th | 4.2⭐ | 447🧑⚖️ |
| Fun | 103th | 3.92⭐ | 447🧑⚖️ |
| Innovation | 69th | 4.055⭐ | 448🧑⚖️ |
| Theme | 283th | 3.84⭐ | 448🧑⚖️ |
| Graphics | 5th | 4.7⭐ | 448🧑⚖️ |
| Mood | 53th | 4.094⭐ | 443🧑⚖️ |
| Given | 16🗳️ | 28🗨️ |
Back to the game, the gameplay is super nice, the water flow and the fire is so looking good :)
Too bad there is no music (is it really missing or is it my browser hiccuping?). Anyway as usual it's super polished for such a short time-frame.
As always with your entry a good game. Great looking fire/water.
PS4 gamepad didn't work for me (could only jump/shoot water).
The fire spreading mechanic feels nice and natural and adda a lot of pressure toward the end.
Thanks for the game ! (and the source code)
As always, stunnings visuals, this fire really scares me! The backdraft really are impressive! And it make extinguishing this even more satisfying, if only there were a "psssht" sound =D
As for the ending, it's so frustrating, I wanted to know more, learn why were those nuclear symbols here...
Gameplay-wise, I thinks some balancing could be done to the level length, and to the fire visibility. It's a bit harsh dying to the smallest almost-invisible leftover ember, and having to start again from the beginning the levels (that gets loooong by the end). Maybe the opened doors could stay open and fire re-spread only a bit?
Central? Why aren't you responding?
I would definitely love to see a post-jam version! A suggestion: having some movement while the hose is going, even just a slow walk, would have been a good addition. Spraying the hose around felt so nice, but having to stop walking to do so didn't feel so great.
For the life of me, I couldn't figure out how to get past the room with the blue keycard. I tried several times, but kept getting a :fire: at the door.
Great work!
The particle effects really sell the fire and water elements.
Would be very cool to see this game in a full version!
The game is really nice the gameplay is on point, i'm really digging the art the fire and water effects are really cool, like the character say at the start of the game : "Noice !"
I would say it's a little repetitive after a while - I stopped feeling like I was finding new challenges.
Don't forget to remove the swearing from the kid friendly version!
Wish to see this game fully-released on steam or other e-shops.
I just couldn't describe how shocked I am.
Thank you for a great time, and congratulations
I didn't think a firefighting game could be this good, I loved the feeling of spraying down those big fires, it felt super satisfying.

@larsdu Haxe language, with HeapsIO engine, and my "GameBase" code base (available on my website: https://deepnight.net)
The only drawback is the lack of audio.
But overall, amazing work. Really well done!
I felt like the fire was spreading rather quickly which made is almost impossible to go back in case you missed something but on the other hand that's very realistic :D it wasn't really an issue tho imo, but more like something that came to mind :)
Overall an absolutely stunning submission, congrats!!
Really nice look and cool fire and water effects. Audio would have elevated this even further above and beyond. Good job!
I completed it, and my only (small) issue is that the game can be unforgiving, a small mistake late in a large level will reset it which I have to redo from the start.
Great job!
Suggestions: Would be nice to have audio but obviously this is a jam, also movement feels a bit sluggish.
- Would've loooooved audio, but I understand the time constraints :(
- Sometimes walking or shooting felt a bit clunky controls-wise. It seems like you have a rather long downtime for starting to shoot and starting to move after shooting. I suppose this is part of the game challenge and mechanics decisions, but I would've preferred a tighter response.
Excellent work dude! See it through and make an arcade game :D
I would just check for the checkpoints (it's really frustrating to do big chunks if you died a few times), or maybe adding some kind of health system.
But the lack of sound and especially the extremely punitive system of distant checkpoints makes the game very frustrating. I was not able to pass the key stage, even trying several times.
A post-jam version with closer checkpoints and audio has great potential to be a game released on steam or something. Well done!
But the end of the game really showed off what it was made of. I saw you wanted to give off the feel of a tense situation where the room is getting flooded with fire. You sorta achieved that here, though of course clearing out the room was doable. It was a bit like a puzzle game at that point, where time matters. How do you clear the room when the fire keeps spreading? What route should I take? How fast do I need to clear it?
These are not questions I often get to ask myself in a platformer. This ended up being a very unique experience in terms of gameplay and I was very surprised with what I saw. Great innovation here!
It desperately needs a checkpoint system though, I died in one of the longer levels after about 3 minutes and had to do it all over, which was a very frustrating.
Still an amazing game, congrats!
Near perfection in every category.
And then i see it entered COMPO ? WTF ?
It's a pity there wasn't a proper ending because the level design offered a very natural and immersive progression towards a dramatic conclusion of sorts. Same goes for the lack of sound, but it is usually expected given the time constraints, especially for a compo game and more especially given the amount of work put in the level design and VFX areas.
As for the mechanics, controls were smooth. Perhaps I was more comfortable with them once I switched to a gamepad, but with a keyboard it was ok too.
I read you have plans to finish it? That would be great! :D
Congrats!
Here's my playthrough: https://www.twitch.tv/videos/1007430228?t=4h39m55s

Loved the graphics. Fun gameplay. Became a little repetative after a while, but then I was probably taking too long to get through the levels. I'm afriad I couldn't make it to the end - I became stuck at a point where the fire kept regenerating from what looked like sparks on the floor - it meant I couldn't leave. I'm not sure if I was supposed to simply do it fast enough, or if there was some level element I could have used to stop the fire respawning. Still, it was loads of fun.
The only complaint, other than sound, is that the collision on the platforms felt a bit off when jumping.
Solid entry, well done.
- Fun story
- Love the mechanics. The water is very satisfying
- quite challenging !
Awesome job on this one especially for one person holy crap
Очень интересная игра, жду продолжения ^_^
Jeez, this was an intense experience. People might complain that when you die the checkpoint is far behind, but man did that add to the experience. You were really afraid of the fire because of that punishment.
I though it was an amazing game, especially knowing you've done this for 48 hours. Great job man!
The water physics got me good. I enjoyed the experience so much I wish I could just have a game using this character to fill up a giant hole with water.
The graphics were beautiful and the progression felt satisfying. It was a little hard to understand how the fire spread at first though it made sense I just wasn't expecting it and ended up feeling like Mr. Incredible a couple times.
Getting a hold of the mechanic where you have to shoot water on yourself was a bit of a challenge at first as well. Once you have gone through the learning curve though this game becomes a little monotonous. Adding in some more unique puzzles would bring this game to the next level.
I really love that LD attracts so many different people and people with different professions, lifestyles and skillsets. Us amateur game enthusiasts as well as professional devs like you - and we all do it for fun. I also really like it to compare the stuff i manage to create to the gems that are possible with experience and know how.
Obviously adding sound would do a lot to help the already great mood, and I know some people like the mix of old and new but I wish the smoke felt a bit more pixel-y like the amazing smoke and water - it feels a bit too HD at the moment and stands out against the rest of the graphics.
Putting out every fire can get tedious, then one wrong move sends you back to do it all over, needing stop-n-go to put out the fires along the way. If I wasn't trying provide good feedback I would have quit after the first couple deaths. (I'm not a very patient gamer :sweat_smile:)
The UP key, also being used to jump, *and* aim while spraying, got me killed a few times, and I guess I rushed to aim before starting my spray, so that's my fault, but the punishment of being sent back so far is painful. In my defense, there aren't many games that play this way. I think most people would have just used a twin-stick setup with mouse-look.
There's one room, where you work your way up to a room with the keycard, and if you :face_palm: forget to put out the fire before going up the ladder, you end up trapped. (or was it the door bursting open and spreading to the floor below that trapped me?) "oh well, ya dun goofed, Back to the beginning of the room to meticulously make your way through the fire".
The distant checkpoints DO create a sense of high-stakes tension. Which can be a good thing, it's just a tricky balancing act, and easy to lose people like me with short patience.
*Anyway* Visually the game is AMAZING! I love the fog-of-war effect. All the particle effects and overall atmosphere was great. Even without music. I love the use of dialog in a way that doesn't obstruct gameplay. The presentation, and feeling like we're a bad-ass on a mission. (Although I'm not sure why 1 fire-fighter would be sent into a Nuclear Blaze all alone :sweat_smile:)
The lack of an ending is disappointing but understandable. ( I worked so hard to get there :cry: )
Definitely a great LD game! Even if it frustrated me a bit!
Great work!
PS. Where the heck is the sprinkler system lol
Funny enough, the impressive particle effects and fire spreading mechanisms are going to steal the show here, leaving tons of important minor details underappreciated. A visibility + unexplored fog system? Multiple types of doors? Ladders?? Auto ledge hop??? Any of these things alone would stifle inexperienced devs to implement cleanly, but here they're just taken for granted because of COURSE everything works properly, lol.
I do wonder like some others, what this sort of game would feel like as a more fast-paced "run and gun" sort of game, with mouse to aim+shoot and keyboard to move. But that's altogether a different game which would feature different mechanics I'm sure.
Hope your kid enjoys the game :)

One thing that I found slightly frustrating was the movement + aiming controls being on the same keys. Eg when I tried to shoot up, I would sometimes jump up instead.
I appreciated that the fire spread if you didn't attend to it. I thought it was the appopriate amount of challening too.
My only critical feedback is that pressing up to aim up and also to jump lead to a few accidental deaths. Had the key mapping been something like "arrows to move/aim, z to jump, and x to use water" it might have been a tiny bit better.
Otherwise incredible job. I'm jealous of your talent (particularly your artistic ability/design, incredible)
The design of the gameplay was adventurous! It's fun, but I think its weak point is that it starts to feel repetitive pretty quick, because you're basically always shooting at a static enemy, a scenario which often plays out pretty similarly. It starts to get more interesting when the order of operations needs to be a certain way (have to clear a room from the other side, rather than just dropping down into the fire... etc.). So, working in more puzzles like that would be one way to make it more interesting... another easy way would be to find an excuse to work in more traditional enemies (back-and-forth moving fireballs, etc.) but that might be a cop-out from exploring your main mechanic.
It's only lacking some nice sound effect and a little music to be perfect
Jumping was a bit off - it seemed like I would jump up, fall down and at the last 20% of my fall snap to the floor. I don't hate it - it has it's own flair, but I've seen a lot of the other comments mention a similar thing.
I wanted to commend a small detail I noticed by accident which is how holding space on a ladder made you slide down :)
It wasn't immedielty clear to me that those pipe things could be jumped up onto and on the 'fireball' section I got stuck for a few minutes as the game never told me about how the down arrow would protect me from such things (I figured some would still get through anyway?) I couldn't tell when the door would open or why it wasn't opening at some points and would have loved a specific key to press to do that and at some points it seemed like I could jump up on places that weren't intuitive and would have allowed for me to 'bypass' a puzzle. Also the text hint for the spacebar+down key was always partially obscured by the fireball, in a random place and did nothing to pull my attention away from the giant fireball towards it compounding the issues.
A final thing, I too am sad there was no big ending but I did like the story that was there it was intruiging and interactive!
But don't let that discourage you (Not hat it seems like you could ever be discouraged!) This game looks absolutely gorgeous and it feels amazing. I would expect nothing less from deepnight :) And here's a little 'thanks' for creating LDTK!
Translation for non-Bordeaux lovers :
Hello! It's so beautiful and it moves so well, I couldn't believe it for a compo... Then I saw the itch page and the projects... It's an honor to see the game of a great master!
I loved the character: all helmet, and with controls that made me feel their bulk. Nice that I had to stop to use water and couldn't just spam it.
I made it to the point with the purple sparkles that re-create new fire, and after having to restart the 5th time I gave up. The problem was that the restart sends me several minutes backward, which is a lot of repetition for a jam and this in turn made me impatient which made me careless which made me die. Once I entered this downward spiral I lost heart.
I think with sound even this would have not mattered because the vibe and environment are really great, so with that extra sense in play I bet it would be amazing.
Really nice job on the art and the core mechanics. I also enjoyed the mystery of the story, and was sorry I didn't have heart to make it to the end.
Nice twist, why is there so few firefighter games ?!
Fire spread work very well and create the right tension. Graphic are simple and efficient, character is very cute !
I love how the narration is distilled, simple and elegant :ok_hand:
I wish doors stay unlocked between deaths, it can be a little frustrating to redo all the level sometimes.
But very well done ! Thank you !
[Ludum Dare 48 staff picks](https://github.blog/2021-05-19-ludum-dare-48-staff-picks/#nuclear-blaze) :slight_smile:
[](https://github.blog/2021-05-19-ludum-dare-48-staff-picks/#nuclear-blaze)