A downloadable game for Windows

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Path of the Oxiflame is a 3D sokoban-puzzle-adventure inspired by classic Team Ico games.

It features multiple playable characters as well as numerous puzzle mechanics beyond the classic pushing of boxes.

This demo currently features the first three levels of the full game.

If you've played it and want to give some feedback please use the following link: https://docs.google.com/forms/d/1c87WCjh_p1jyYYQDQmIb_uScCgxp6eNpPjpA3GF2tAo

StatusReleased
PlatformsWindows
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorJamathan
GenrePuzzle, Adventure
Tags3D, Singleplayer, Sokoban
LinksSteam

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Click download now to get access to the following files:

Path of the Oxiflame Demo.zip 236 MB

Comments

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(2 edits)

Hello, mate! I played your game and I liked it a lot to some extend.

I love the art style a lot! It looks beautiful and I have not encountered a place where I felt it was out of place. Maybe a bit to dark on some spots in the first level but that's a style choice.

I loved the ambience and sound design as well but one thing that destroyed my experience a bit for me was the movement.

The puzzle difficulty is good. I think they are good to understand but the movement makes some of them hard to solve. The player does not behave like people are used to since you can not rotate in a standing position. It is also to fast and you move in steps which are simply to big. The camera following is cool and stylish but sometimes a bit annoying since you cannot control the rotation. I would recommend changing the camera follow to a standard third person controller with some limitations depending on the puzzle. The auto climb was also annoying at least combined with the rough movement. I personally would suggest letting people climb by pressing space bar and using the oxiflame by maybe clicking with your mouse or something.
I know those are pretty standard inputs and finding different ways of moving is cool but the movement does not work at least for me.

Everything to the side, this game has a golden potential. Simply, fix the movement system and I am 100% sure you have an award winning indie game. I liked the art, the design, the sound, the ambience and the immersiveness. Good luck and keep it going!

Hey, thank you for playing, I'm very glad you enjoyed it for the most part.

I knew the movement might be problematic because I thought it would be too slow. But you've brought up some feedback I've not heard before. 

When you say it felt too fast did you maybe sometimes move one square too far? Did you play with the cell highlight on or off?

Could you elaborate on the turning in place thing, maybe with a concrete example from another game? This is actually possible but it only happens when you can't move in the desired direction.

As for the auto-climbing I can see how that may be annoying, I think I'm just going to make that an option though, gonna have to see about the controls.

And yea, I totally agree that the camera still needs some work in certain puzzles.

But once again thanks for playing!

(2 edits)

Hey!

Sorry for the delay of my answer. I tested a bit more and I found out that the movement is not as problematic when VSync is turned on. If it is turned off (which I did) on the other hand I move a square or sometimes more, to far. I played with the cell highlight off. :) I still think it might need a rework but after replaying with vsync turned on it was a fully enjoyable experience.

Best Regards!