As the bearer of the red flame, you must reach the deepest of a temple plunged into darkness to summon an ancient god and save your land. There are foes who wish to extinguish the flame and bring destruction to your people. You must to everything you can to keep the blaze alive.

  Flame of Hope is a mini top-down real-time puzzle game was submitted to Ludum Dare 46 on the theme "Keep it alive". Average playtime is around 1mn30.

  

Downloads

For the latest version made with Godot, download the zip suffixed with "godot-[platform]" for your current platform (recommended). This is the same version as the embedded web version at the top of this page. For the original jam version made with Unity, download the zip marked "jam release" for your current platform. There is also a web version there for archiving purpose, but it's not recommended to play on desktop.

Controls

In-game You can play with the keyboard alone, or keyboard + mouse, or gamepad.

  

ActionKeyboardMouseGamepad
MoveArrow keys / WASD (ZQSD on Azerty) D-pad / Left stick
Swing rod (grab fire and light up torch)Space / CLeft clickFace button down (Xbox A)
Throw fireball (when rod is lit up)Shift / XRight clickFace button left (Xbox X)
System
ActionKeyboard
Toggle fullscreenF11
Toggle double sizeF10
Take screenshot to user folderF9
Close appF5 / Ctrl+Q / Cmd+Q

Changelog

v1.1.0 - Quality of life improvements

  Added

  Intro: Character automatically enters first room, which is dark and without torches at first until first fire pit is lit (first flame never goes off and cannot be thrown to avoid soft lock) Intro: Igniting first fire pit shows Title for 2s. Strip title and version from release to avoid redundancy. SFX: Play walk step SFX synced with Walk animation Ending: Add static end credits Changed

  Gameplay: Fireball: Increase thrown fireball speed Gameplay: Torch: Keep flame forever after all of them have been lit in a room Sprite: Fixed outline pixels in Character Swing Sprite: Fix character swing animation sprite order for Swing Left Animation: Fixed character walk cycle + a few pixels on Idle pose. Adjust Rod Flame position accordingly. Animation: Step-by-step “bridge appears” animation with SFX at each step Font: Switch to pixel art font: Silver (CC-BY 4.0) PFX: Spawn explosion when fireball hits something PFX: Play ignite PFX when igniting rod or ignitable props. Fire Pit uses bigger PFX. PFX: Add light off PFX on Rod and Torch (elevating smoke) Camera: Fix camera staying in place when entering room and immediately going the other way, by separating Room Entrance areas by at least 4px Light: Smooth light disc edges using step gradient Light: Light masks now flicker scale and disappears with tween scale to zero Light: Start with Fire Pit off more darker room, add additive Room Light to Fire Pit Level: Room 1 uses bridge before door Tilemap: Room 1 now only uses 3 levels of cliff tiles so it appears as deep as the other rooms Tilemap: Increased Room Entrance area size and adjusted Room Entrance and Door positions to fit Door: Prevent fireball throw behind door by adding invisible blocker between rooms Door: Replace proto blue flames with actual door sprite with flame runes engraved BGM: Fixed BGM loop. Also cut BGM to fewer beats to save space. SFX: Balance SFX volumes SFX: Attenuate SFX volume with distance from camera center for things that happen in other rooms (torch lit off) SFX: Play light off sound when fireball hits wall Intro: Replaced fixed collider at bottom with door that closes once character enters a certain area Intro: Do not play BGM until igniting first fire pit Ending: Fade out BGM at the end v1.0.0 - Godot port and first update

  After the jam, we ported the game to Godot (it was pretty quick) and improved the game:

  Add 3 rooms Add throw flame mechanic Add lighting Add text tutorial and ending message Increase player move speed v0.1.1 - Jam release

  The original release for Ludum Dare 46. The game was made with Unity, and has the following features:

  One room (character can exit the room but nothing happens) Swing rod near torch to ignite it, then ignite other torches

Credits

Cicero106 - Tileset, FX, music and sound effects

  FluentlyS - Character sprites and artworks

  komehara - Level design, programming

  

Fonts

Silver by Poppy Works (CC BY 4.0)

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