It's the new year's eve! Do you know what this means? FIREWORKS! Everyone is excited to see some colorful lights bursting against the night sky. It's up to you -a just graduated lil flame- to light the fireworks. But be careful! You need to light exactly at midnight!
- Use your mouse to move
- Stay in the air by landing on smoke
- Don’t fall
- Don’t light the fireworks before the time
I like the idea of this game a whole lot. Wonderful take on the theme, and cute art
I like the actual game a lot less. Way too huge hitboxes resulted in accidental failures constantly. And the fact that you spawn right next to the fireworks, so if your mouse is slightly too far to the right as the game begins = instant fail. Got pretty frustrated quickly, and unfortunately never lasted for the entire minute :(Submitted
As mentioned, the hitbox of the firework is so huge. It is also very awkwardly placed, making it way too mch of a hassle to avoid lighting it up on fire. Especially because clouds tend to be awkwardly placed as well, forcing you to jump near the massive hitbox of the fuse. Other than that, visual and sound feedback when doing jumps/touching cloud/fuse would have been nice.
Too bad because the idea is rather innovative and it feels fun to play a flame to light up the new year's firework!Submitted
The idea of a spark lighting fireworks on New Years Eve is cute and clever, both in general and as a use of the theme. The gameplay concept of bouncing from smoke to smoke while avoiding hitting the fuse too early is also neat. The visuals look great and all fit together within the same style. The music is really nice too - I like how it gets more intense as you get close to midnight.
Unfortunately, the actual gameplay is pretty flawed. The clouds are way too random - it's impossible to tell where they will appear so you can end up having nowhere to jump to purely through bad luck. This is only worsened by the slow movement that restricts where you can reach and the over large fuse hitbox that makes the center of the screen mostly off limits.
Ultimately the ideas and presentation are really good but the gameplay needs a bit of revision to match those heights.
Can one of you reply to this comment and tell me what music program you use. I don't know any program where you can speed up the tempo.Submitted
Hi, I am the composer who wrote the theme song. I use Studio One, a software from Pre Sonus, in it I created a time automation to speed up the tempo and make it become exactly 1 minute long, at the moment of the fireworks explosion in the end of the game.
This game is as cute as it's hard.
Sadly, it's not for the good reasons :
- First, the firework hitbox is WAY TOO LARGE.
- secondly, the horizontal speed is WAY TOO LOW. Compared to the physics of the jumps, it feels like it should go further, but no...
- and finally, the placement of clouds feels too random. You can get screwed without having any options.
You want to last as long as you can, so you use as many clouds as possible, but sometimes you can't get from one to the other because of the problems I listed above. Like for example, if you decide to do the clouds on one side going up, you need another cloud to spawn below you, because you usually can't cross towards the middle because of the huge hitbox. That also means that any cloud spawning below the fireworks will be unusable.
If you take all that into account, it means you have to clear each side alternatively, but your only option is to get from one to the other from the bottom of the screen. Which means you need at least two bottom clouds, or you have to pray for one to spawn in the meantime. AND you also need to have a path, because you can't cross very far with that horizontal speed.
Jumper like that tend to use warping betweet the sides of the screen to counter the randomness, this would have helped a lot.
As is, I'm not even sure if the game is possible most of the time. I'd be curious to know is your team is able to beat it consistently.
On another note, this desperately needed some animations or effects. It's so cute and high fidelity that it feels weird to have it just be static like that.Submitted
Aww, this was sweet!
What I'd do is I'd make the fireworks thingy get down slowly at the beginning, to give you time to think about the environment before you have to react to it. I lost a couple of times without knowing why before I figured out what I was supposed to do!Submitted
This is sweet little game! I love the premise and story and the art style. However this game is MONSTEROUSLY difficult XD. I really really tried to make it to midnight but every time I either accidentally lit the fireworks because of the large hitbox, fell straight through a cloud (this usually happened towards the bottom the screen? Not sure why) or I could not make the jump between two clouds because the flame didn't have enough horizontal movement for me to make it :'(
Having said that - it was fun and engaging - you made me really care about this goddam little flame and its adorable ambitions! And the hitbox problems are a quick fix anyway so very well done :D
OOH OOH one last thing - when I died like 5 seconds away from midnight, I felt just as punished for when I died instantly - maybe at the end it just says how many seconds you were away to acknowledge your effort and encourage you to do better next time? Rather than being so puNISHING OH GAD MY HEART THAT POOR FLAAAMESubmitted
the game was really confusing at first and the hitboxes are pretty messed up, i would find that i was hitting the firework when i was really close to it, and the baby crying sound got really annoying really fast
but the originality was pretty cute and the suspence of trying to hit the clouds really kept me playing for a bit!Submitted