
Brushfire (Prototyping)
A downloadable project
Playability
Although not a complete build, “Brushfire” is set up to be a game in which the player, Reini, navigates through a section of the boreal forest using brushstrokes to douse spreading wildfires and protect wildlife. Players must keep fire sprites at bay for long enough to unlock the final confrontation with the villain Smokestack. So far, the game features:
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Basic movement and painting mechanics
Progression toward a final boss
Clear loss condition (if too many fire sprites overwhelm the forest)
The Narrative
The player takes on the role of a divine painter protecting the Canadian boreal forest from unnatural fires caused by Smokestack, a villain born from industrial neglect. The game blends artistic mechanics with combat strategy, challenging players to work under a ticking clock. Fully developed, this would be a narrative-driven experience combining emotional storytelling, painterly mechanics, and action, similar to games like Journey or Spiritfarer. The core idea is to be both visually distinct and emotionally resonant
Aesthetic / Art / Sound
While the current build is in graybox form, we’ve established a strong art direction and soundscape:
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Stylized visuals (concept art and walkthrough videos are included)
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A somber but hopeful tone created through orchestral music
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Contrasting themes of natural harmony and industrial corruption
Themes
“Brushfire” explores both natural and unnatural disasters. While wildfires are a natural part of boreal ecology, the game makes it clear that the current crisis is unnatural, fueled by human negligence, climate change, and deforestation. The fire sprites represent the accelerated, out-of-control nature of these disasters, while Smokestack acts as a personification of unchecked industrialization. The game aims to highlight how natural systems are being pushed beyond balance
Call to Action
Brushfire asks players to pay attention, to feel what it means to lose something precious slowly, and to come away with a renewed appreciation for the time-sensitive nature of climate action. The game's ticking clock and gradually worsening conditions reflect how delays in response only make things harder, even for someone with divine tools.
We hope Brushfire prompts players to think about:
- The limits of control, even when acting with the best intentions
- The idea that damage takes time to accumulate and to heal
- That individual action is meaningful, but must exist alongside larger change
- The tension between restoration and inevitability in a world already affected by climate crisis
Reasonable Scope
Our current MVP includes core systems: player movement, fire spread, and sprite targeting. The core loop of slowing the fire’s advance while keeping Reini from being overwhelmed is beginning production. The main level and final boss arena will be blocked out and completed this week. Art and polish are scoped to be added in layers over time, without delaying production. We have intentionally limited the game’s size to a tight vertical slice to keep the scope achievable within the jam.
Production
We are using a Trello board to track tasks by category (Programming, Art, Narrative, Sound). Weekly sprints are scoped with buffer time, and risk areas are noted with backup plans. Our team consists of clearly defined roles (Producer, Artist, Programmer, Writer, etc.), and we have weekly check-ins to reassess milestones and progress. The game is structured to be playable, and additional polish/content is planned as stretch goals
Credits:
- Team Lead: Chris Smith
- Management: Chris Smith, Blake Swing
- Programming: Kaitlyn, Blake Swing
- Art: Miles, G, Rachel T., Hyuk
- UI/UX: Madoos, Hyuk
- Audio: Christian C., Sofia S.
- Design: Peter, Madoos
- Level Design: Leo, Madoos
- Narrative: Peter, Chris Smith
Published | 4 days ago |
Status | In development |
Category | Other |
Authors | chris.smith824, Madhu123, millymoo4, gomhyu, criscat, 『 』, kaisnavely, LeoHdz, G Quinn (possumpetal), hlim951 |
Tags | Action-Adventure, Singleplayer |
Average session | A few seconds |
Languages | English |
Inputs | Keyboard, Mouse |
Accessibility | Interactive tutorial |
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