Fire 'n' Snail by neowhoru
Get out of the burning building.
Every 10 seconds an event occur and you might get better get out of it. Fire 'n' Snail is a TopDown Game where you need to find the key for every stage and reach the exit. But every 10 seconds one of the following events will occur: - Become darker. - Enemies spawn (if it will be take longer, more enemies might come) - Tiles will be transform to lava - so you will die if you hit - The key will move in an another place.


| Link | https://github.com/neowhoru/LD51 |
| Original URL | https://ldjam.com/events/ludum-dare/51/fire-n-snail |
Ratings
| Overall | 274th | 3.357⭐ | 37🧑⚖️ |
| Fun | 222th | 3.368⭐ | 36🧑⚖️ |
| Innovation | 395th | 2.848⭐ | 35🧑⚖️ |
| Theme | 314th | 3.397⭐ | 36🧑⚖️ |
| Graphics | 191th | 3.588⭐ | 36🧑⚖️ |
| Audio | 294th | 2.926⭐ | 36🧑⚖️ |
| Humor | 141th | 3.109⭐ | 34🧑⚖️ |
| Mood | 210th | 3.318⭐ | 35🧑⚖️ |
| Given | 38🗳️ | 31🗨️ |
Fun game, love the idea, only the sound effect for the spawnig lava/enemies are a bit too loud otherwise it's fun to play
Cool. Thank you for respawning to the same level and not starting over.
But i'm not a good gamer. like to make them so I don't made it far.
But solid game with nice graphics and mood.
Well done.
Game was simple, but fun. Those snails were a lot faster than I thought they'd be, and trying to juke them in a tight corridor can be tough.
The graphics and music worked well together, and the lighting effects looked nice.
Good job!
I had some trouble with the gameplay however : I felt like the movment was really floaty and felt unresponsive. Maybe buffing up the character acceleration by a lot and rising a little bit the deceleration could do the trick ?
The thing I don't liked is the character movements. I don't like the player intertia with acceleration and deceleration especially with the collisions which are not smooth so the player can be stuck on 1 pixel and this is weird.
But for a COMPO game, it's was cool to play!
@akadream thx. Yeah i think you are right. The accelaration makes it a bit tricky sometimes to move.
@digitaldude555 yeah 5 sec had worked better. As i designed the first level i had only one tile or one enemy spawn after 10 seconds. So i increased it(also it would increased every 10 seconds).