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Y.O.F.F.

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Stage1 5 Points

Beat stage 1

Stage2 10 Points

Beat stage 2 before your rival

Stage3 5 Points

Beat stage 3

Stage4 5 Points

Beat stage 4

Stage5 5 Points

Beast stage 5

Tutorial complete! 5 Points

Beat the tutorial

The fire is lit 5 Points

Start the game

The fire is gone 5 Points

Die

Author Comments

~~~~~~~~~~~~~~~~~~For Pixel Day 2024~~~~~~~~~~~~~~~~~~

We present to you.

iu_1151006_20174935.webp

-A Game by Frosty and Kuni-


~~~~~~This game is a tech demo, please let us know if you'd like to see more!~~~~~~


For the authentic experience we highly encourage you to try out the itch build: YOFF by SOLFROSSTY (itch.io)



iu_1151007_20174935.webp

~~~~~~~~~~~~~~~~~~Credits!~~~~~~~~~~~~~~~~~~

Frosty: Project Lead, Design, Coding, Music, Assets/UI

Kuni: Character Design, Sound Effects, Programmer Design, Voice of Burning Man, achievements

Sugaphys: Cover/Logo Art

Nohshy: Burning Man Portrait Animations

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its obviously youre on fucking fire but also why do i just spin while playing

y.o.f.f stands for, you on friendly fire

Kunishiro responds:

You're the first person to get rlly close to guessing what it stands for, nice job

Pretty solid overall. Loved how the A and D keys were replaced with using the abilities, actually making them have a use.

Such a great pixel game!

Oh man, this is a rough one. The concept that you're going for is solid and there are glimpses of greatness in here, but the execution felt incredibly ham-handed and unfinished.

As said, this has the makings of a great speedrunner game in the likes of Mirrors Edge, Neon White, and so on. When the game is firing on all cylinders, it can be a load of fun as the courses turn into very exciting rollercoaster rides where you're dashing and jumping with style through all sorts of clever designs. I quite enjoyed trying to clear some of the more challenging aspects, like this part where you need to triangle jump upwards between two platforms!

But overall, the game felt incredibly janky and awkward to play:

*Not being able to strafe is a strange design choice, and movement in general felt way too slippery and strange, especially as there's a weird sideways adjustment you make upon stopping that I see no reason for.

*I didn't like how your gauge is instantly killed if you let go of forward for even a nano-second, as it made it so overly delicate and didn't let you do stuff like drifting.

*There's no coyote time so I was constantly having my jump inputs ignored when jumping from the edge of platforms.

*There were loads of missing sounds and feedback, such as when you get a feather: without feedback, I had no idea whether I got it or missed it.

*The game doesn't even get simple things right, like how it doesn't even update your facing upon death or level transition.

As said, there's definitely potential here, and I really, really want to love this: it just needed more time in the oven!

Kunishiro responds:

Thank you for the review!

Credits & Info

Views
7,892
Faves:
69
Votes
192
Score
3.87 / 5.00

Uploaded
Jan 23, 2024
12:53 PM EST