Posts Tagged ‘fireline games’

Skywind Temple – Post Mortem

Posted by
Thursday, April 21st, 2016 5:55 am

Ludum Dare 35 has ended and as always it is time to think what went wrong and what went right. This was a third jam with a bigger team, but the fifth one for some of us. As always, it was an amazing, fun and sleep depriving experience and we loved every second of it! We are happy with the results, because the game turned out to be pretty enjoyable, so we proudly present – Skywind Temple.

Skywind Temple - Fireline Games

In the game you play as a sourcerer who can shift between human and bird forms. Each of the forms has it’s own unique abilities and allows for a different type of gameplay. Your goal is to use her fighting skills and the bird’s agility to compete against your friends or test yourself in a single player mode. The game features four local multiplayer modes and one singleplayer mode. Yes – we have created a local multiplayer game with only little singleplayer gameplay.

We know what you’re probably thinking right now. “A local multiplayer game? You won’t have too many people playing this!”. And you’re right. We knew exactly what we were signing up for. But we still wanted to give people an ability to play and rate the game without the need of another person and a gamepad. That’s why decided to create a singleplayer version of one of the game modes that were already in game. But we will talk about that a bit later.

A funny thing is that this game wasn’t actually our first idea. While the player mechanics – fighting and turning into a bird where in our minds from the beginning, we imagined gameplay a little bit differently. Not so long after the theme was announced, we got fixated on the idea about dynamic fighting with one complex AI. We liked it so much, that we couldn’t think of anything else, so we started developing it. About halfway through the jam, our lead programmer sat down one a bed and said “Guys, this game is shit.”. 😀 The main problem was that we couldn’t develop such an incredible AI opponent in such a short time. Everyone agreed and we decided that it needs to be changed. After about an hour of redesigning we changed the game to what you can play now. And that was the best decision we could make. Even though the majority of the people won’t be able to experience the local multiplayer gameplay, we are still happy that those who had a chance to play it had a lot of fun with it. We ourselves spent a lot of time playing our game once we submitted it. “But how did the singleplayer mode ended up in the game?” you may ask. Like we said before, we still wanted to give people an ability to play and rate the game without the need of another person and a gamepad, so about six hours before the submission we decided to hack in the singleplayer mode. It did not turn out as good as the other games modes, since the game was designed for multiplayer, and most of the mechanics are useless if you don’t have a second player but most people still liked it so we consider this a good decision.

And talking about good decisions, let’s list what went right:

Skywind Temple - Fireine Games

Local multiplayer gameplay

  • Art – First time we went through with such style but our artists didn’t disappoint us and delivered a visually stunning experience. The art turned consistent as well, which we always try to focus on as we belive it’s a very important part of making the game look good.
  • Local multiplayer gameplay – Playing the local multiplayer is a lot of fun. Dynamic movement, fast action and rotating world blend perfectly into an amusing gameplay.
  • Different game modes and match customization – being able to freely customize your game allowed for everyone to create their own amazing experience.

On the other hand, there were things that went wrong:

Skywind Temple - Fireline Games

Flying islands on the map

  • Unpolished singleplayer – We definitely haven’t spent enough time on polishing the singleplayer mode. It was more like a port and that made it lack some gameplay.
  • Sounds – We didn’t do a great job on the sounds this time. We just didn’t have time to hook up audio to everything.


What’s next for Skywind Temple?

Well, it depends on the results and your feedback. So don’t be ashamed and go rate our game now! :)

Want to know what others think?

Holy cow. This is amazing. The graphics, visual effects, models and textures are all amazing. The mechanics and different gamemodes are awesome as well. Well done.

Incredibly fun to play with friends.

Oh my god. this was the most beutiful game i have ever played. ever. 5/5 in every category. well done! Really well done!

Do I event need to say anything?
Great graphics and music, solid gameplay. Has great potential! Keep it up :)


Play the game here

If you liked the game please leave feedback in the comments for us. We really appreciate this.

Fireline Games Team | | @FirelineGames |

Skywind Temple is out!

Posted by
Monday, April 18th, 2016 8:54 pm

We have submitted our game – Skywind Temple! You can go check it out now. :)

Skywind Temple - Fireline Games

Play it here

We’re in!

Posted by
Friday, April 15th, 2016 7:01 pm

We are ready, so bring it on!

Tools we’ll be using:

  • Programming language: C++
  • Engine: Unreal Engine 4
  • Art: 3DS Max, Photoshop, ZBrush
  • Audio: We will see

Our setup:

Fireline Games - Ludum Dare 35 setup

Good luck everyone!

SAAAM Results

Posted by
Wednesday, January 6th, 2016 10:28 am

So, the results are finally it and SAAAM did pretty good. We’re happy that you’ve enjoyed the game and left so much feedback. We really appreciate it!

A few days ago we’ve released a Post Jam version fo SAAAM with additional ending, bug fixes and much, much more! If you haven’t played it yet you should definitly do it here. Also, feedback is still welcome so if you play the game please leave the comment. It means a lot to us. :)

SAAAM on GameJolt


SAAAM Post Jam version is out now

Posted by
Monday, January 4th, 2016 10:13 am

S.A.A.A.M. Post Jam version is out now! There’s a new ending, faster doors, bug fixes and much, much more. There’s even a sharknado for you to find! Why are you still here? Go play it!




SAAAM – Post Mortem

Posted by
Sunday, December 20th, 2015 7:45 am

Ludum Dare 34 has ended and it’s time to present our game and think about what went right and what went wrong. This was our fourth Ludum Dare, but second with a bigger team. As always it was an amazing experience for us and we had a lot of fun and a little time to sleep. 😀 We are really happy with the amount of work done and how polished the game turned out to be. The themes for this edition weren’t bad and we came up with an idea pretty fast. We’ve created a game called SAAAM.



In our game you play as a Crewmember 341. He wakes up in his cryo-stasis pod on a vessel called Trieste. He’s a mechanic and his job is to maintain the vessel assisted by S.A.A.A.M. which stands for System Automation, Assistance, and Analysis Matrix. The player is faced with a series of choices whether to listen to S.A.A.A.M. or to disobey. The game features three different endings based on the choices you make. Will you be obedient? Will you do what S.A.A.A.M. wants you too?

What went right?

SAAAM - Final Room - Fireline Games

SAAAM – Final Room

SAAAM - The Vessel - Fireline Games

SAAAM – The Vessel

  • Art – The game turned out to be a visual feast. We’ve really tried to focus on consistency of art in the game and it turned out great for us.
  • Script – Funny and creepy at the same time. It created a very unique, comedy-horror atmosphere. A lot of players were expecting a jump scare somewhere along the way. 😀
  • Polish – We’ve finished the level design pretty soon and that gave us a lot of time to polish the game. Make sure every little thing makes sound, every light is tweaked properly, every corridor is interesting and unique etc.
  • Voice Acting – Once again we’ve cooperated with Elijah and he did an awesome job as always.





What went wrong?

SAAAM - Starting Room - Fireline Games

SAAAM – Starting Room

  • Slow pacing – A lot of players mentioned the game’s slow pacing. It would be good, if we had more narration and choices.
  • Lack of option to skip dialogues – If you want to discover all of the three endings, you’ll have to listen to S.A.A.A.M’s initial talk three times. And this is a lot. We had an option to skip dialogues in the dev menu, but it didn’t make to the full game because it wasn’t release ready.


What’s next for S.A.A.A.M.?

We’re now working on a Post Jam version. It will include all of the things that you, the players, suggested and much more! The Post Jam version will feature one additional ending, bug and glitch fixes, faster doors, skipping dialogues and many more. You can expect it to come out in the last week of voting. And what we do after that, will be based on the results.

In conclusion, we think that this game has a lot of potential. We strongly feel that this is an interesting concept and turned into a full game it would be a lot of fun. But for now, we have to focus on a Post Jam version of S.A.A.A.M.


Go play the game here


If you liked the game please leave feedback in the comments for us. We really appreciate this.

Fireline Games

Spheres post mortem

Posted by
Friday, April 24th, 2015 5:55 pm

This edition was a lot of fun! For the first time we participated with a concept artist in the team and it was really helpful. We are really happy with the amount of work done even though the game isn’t as polished as we wanted it to be. We decided that our unconventional weapon should be light. Now, it’s time to think about what went right, and what went wrong.


Our game is about a guy named Edward, who narrates the whole adventure. He wakes up on a strange island after a night of heavy drinking only to find himself abandoned by his friends. He must find the way off the island, but it won’t be an easy task, because there are strange glowing spheres hunting him. What are they? Where did they come from? Will Edward escape the island? Play the game to find out!

Spheres - Concept

Concept of the game’s map

What went right?

  • Idea – The concept of a game where the narrator guides you through the story and you fight enemies using light turned out even better than we expected.
  • Voice Acting – Thanks to Elijah Lucian we have an amazing voice acting in our game. It sets the mood perfectly and ensures that the player will have a wonderful experience.
  • Art – The game is looking very nice, considering it was made in less than 72 hours!


Spheres - Gallery - Picture 3

Screenshot from gameplay

What went wrong?

  • Fighting – Enemies are very hard to kill at the beginning, but when the player learns how to fight they are too easy to kill and can be dealt with by only one flare.
  • Size of the game – The game takes up a lot of disk space. But the problem is, we don’t know why. Packaged game takes up twice as much space as the project and that’s a really weird behaviour.


To sum it all up, the game needs more time spent on the design side and a little more work on the performance. We think it’s a very interesting concept and if we would go forward with it the game could turn out pretty great. We’re considering the post-compo version, but we’ll make the decision after the voting ends. Now we just want to gather feedback.

Gameplay video

You can play the game here

Please take a moment to rate it and leave feedback on our site.
We really appreciate this.

Fireline Games

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