Burn Beetle by Pious



The Game:
This lil bug's got fire! Navigate through a dangerous field of ever-growing, sharp brambles. Escape to find your family!
Note: If you are having performance issues, we recommend the Windows executable.
How to play:
- Move: WASD or Arrow keys
- Aim: Mouse
- Shoot Fire: Mouse Click or Space
Credits:
Lead Game Design / Programming: Andres Solorzano @Pious
Lead Artist: Sofia Hayden @Sofimei (Portfolio: https://sofiahayden.carrd.co/)
Lead Music and SFX: Peterson Normil @Agent-Peterson (Portfolio: https://petersonnormil.wixsite.com/portfolio)
Dev Notes:
Hello everyone! We are back again for our 4th Ludum Dare! This time, we really focused on feedback, game feel and polish. Gameplay is simple, as we kept the scope down, and the strength we think is the polish through sound, animations, and vfx. We faced challenges in the end with performance of new systems in the WebGL (custom lighting, bramble spawn), so lag is something we are aware of and will keep in mind for next time. Thanks for playing, and looking forward to everyone's feedback!

| Link | https://musical-pete.itch.io/burn-beetle |
| Link | https://musical-pete.itch.io/burn-beetle |
| Original URL | https://ldjam.com/events/ludum-dare/54/burn-beetle |
Ratings
| Overall | 497th | 3.643⭐ | 51🧑⚖️ |
| Fun | 572th | 3.449⭐ | 51🧑⚖️ |
| Innovation | 834th | 3.02⭐ | 52🧑⚖️ |
| Theme | 835th | 3.23⭐ | 52🧑⚖️ |
| Graphics | 121th | 4.34⭐ | 52🧑⚖️ |
| Audio | 214th | 3.776⭐ | 51🧑⚖️ |
| Mood | 264th | 3.885⭐ | 50🧑⚖️ |
| Given | 46🗳️ | 79🗨️ |
I love the visual
May be I got lucky, but I found my family in 39 seconds :smiley:
My two suggestions would be to free the fire particles since the game gets really choppy over time, which I can only imagine is because they are not removed. Other than that I'd pick a slightly different color for the walls, it was a bit hard to recognize them as walls now.
Oh, and having the fire also illuminate an area would be even better.
I love the visual style. Mood is great. I ran out of fire on my first run. 2nd run I found my family in 30 seconds :sweat_smile: I thought maybe the levels were random, but no, just a small game. :smile:
Anyway, audio and visuals are great, and it's fun for what's there. Good job!
The movement and fire mechanics work well, feeling responsive, and burning the brambles away felt satisfying. The visual effects of the fire and the darkness are very well done, animations and everything, so I think you did well with focusing on those!
I did have trouble with getting lost in this game, not sure if I've been to places before or not, but that could just be me being bad with that in general as I'm not sure how big the map is truly and if it's possible to get completely lost. The gameplay itself was nice and you did well with the visuals and effects!
I did have issues loading the HTML version and it ran slow if I took my time to let the brambles build up, but if I moved quickly and burned the brambles it was fine.
@lexyvil
@flashlight13
@hinamarina
@0x746564
I think I have found the issue with the loading time / sudden freezes on actions on html and fixed it! Thank you for letting us know!
@gumibear - Randomized levels is a great idea! We were hoping to see if we could add randomness into multiple runs but the bramble spawn system ended up taking more time than we thought, definitely considering expanding!
@nirlandec - Haha that's pretty quick, thanks for playing!
@dining-philosopher - Thank you for playing! I think the performance issue is actually from the brambles getting out of hand, trying to see if I can optimize it somehow. And illuminating fire is such a good idea.
@greenpig - Thank you for playing! I hope the chrome crash wasn't too bad. Been trying to address html issues.
@ruslana - Thank you for playing!
@dawnables - HTML loading should be fixed now! I appreciate your patience and playing our game, and I think it is entirely possible to get lost without stronger visual indicators of where you are.
@mistercarson - Thank you so much! I think what could've made the game interesting would be to introduce randomness. Wish I had time and knowledge to implement it, perhaps with some perlin noise?
@blazejmg917 - The bramble growth does seem to cause performance issues on html, trying to see if I can optimize and fix it. Either way, thank you for your patience and thanks for playing!
Got a score of 537 in 0:37 seconds on my second run (died in my first). The game really fits the theme with how the visibility works, and I really liked how the evil plant multiplied the more there were of them, which did incite a sense of urgency. Great entry!
Cherry:
- I felt like the cherry placements could be more purposeful. For example, I think following the trail of cherries shouldn't lead me to a complete dead end. The drops should lead me towards the right path without the players noticing, which can be done by placing them in a triangular pattern. This will make the player feel like they're exploring a rather open space while still having a sense of direction.
- Picking up a cherry while I had full hp/full fire felt unrewarding, but at the same time it didn't make sense to avoid one and try to find my way back to pick it up when I actually need it. I think there could be some sort of bonus for the player if they managed to pick up cherries while being full hp (for example, longer fire range?).
Graphically:
- I think the blue blocks could use an outline to distinguish itself even more from the grass, because the colours are similar rn there might be accessibility issues especially when the tile is in the dark.
- I think the growing grass could have an anticipation frame to warn the player where it is about to grow, so that the player doesn't feel like they lost an hp because of the lack of warning but rather it's their slow reaction.
I was surprised when I finished the game because the objective seemed a little easy. I thought you would have to go find individual members of the family scattered around the forest, and escort them to a safe location! But that's for the future. :D My best record was 0:47, and if the terrain were procedurally randomized I'd be able to try and replay more times. I loved the atmosphere of the forest and it's such a cute ending. I'd love to see a post-jam version!
The triangular pattern placement is actually really good advise. I remember reading something about that kind of point-of-interest design more so with open world 3d games but I never would think to use it for a little 2d explorer.
Finding individual members of your family is SUCH a cute idea. I think it'll definitely come in a post jam update and I may even ping you after LD ratings are over to see its implementation, I had already planned on implementing some sort of proc-gen, and there's an unused feature currently where you can play as big-bug/momma-bug with more health but a wider hitbox. Just never made the UI for enabling the option.
Thanks so much for playing and for your comment!
The tiny music is nice too :)
And the art direction also, neat!
The biggest complaint I have is when moving and the tiles on the edge of the view range are appearing and disappearing. This was a cool effect but there is something unpleasant and almost nauseating to it - possibly a framerate issue?
Great art and audio, I wouldn't be surprised to see a great entry out of this team in a future jam.
Well done! I enjoyed playing this a lot!

Also, the graphics and music work together very well.
My only nitpick is with the colors and shapes of those things that hurt you. They are to similar to the green tiles where you can walk. So it's hard for color blind people, like myself, to navigate.
Other than that, great little entry. GG.
Nice take on limited space, I wish there was more levels to play, it ended so soon. Nice sfx and music too. Good job! :beetle:
Beautiful graphics, I like the music that fits perfectly your game.
I thinks it may need more or harder levels. Maybe I found my family quickly by chance ? ^^'
The game was easy to pick up and fairly straightforward to play, though I do have some criticisms in regards to the dynamics of the game. Mainly, I felt that there were very few sources of tension to guide my play. The distribution of berries and the shape of the maze made the middle section of my playthrough a little stagnant as I went through a process of elimination just churning through the paths. Here, the addition of enemies or some kind of greater strain on player resources may have added some excitement. I was also curious as to whether this was a procgen game, which would have led to a little more replay value, though it seems to be a set maze layout, which kind of defeats the purpose of a scoring system since every subsequent play should be faster once the solution is found.
Overall, a very well scoped game with great presentation, with the need of an additional gameplay twist to reach its potential. Best of luck with future dev!