Not Everything is Flammable is the very first 2D pyro platformer, where you play as fire incarnate and aim to cause as much property damage as firely possible. Flammable objects are colorful, non-flammable objects are black. Everytime you touch a flammable object you engulf and control it.
The game features 100s of assets that are procedurally generated and a fully adaptive musical score that ensures a unique experience even after a hundred playthroughs. Burn through houses, suburban towns, major cities and the once peaceful countryside as you slowly unravel your motivations behind the destructive fury.
The game is free on PC/Mac and simple enough that non-gamers can easily pick it up, yet complex and challenging enough that only one non-developer has ever beaten the game.
We wanted to design a game that could be played and enjoyed by anybody. Gamers, non-gamers, people of all ages (Anthony Daniels is one of our biggest fans) and genders. While it seems like a game about burning things would skew male, our best players are all women, with Lisa Elkin holding the world record for both the prototype and the full version. At the same time we wanted to make a very deep game that features tremendous replayability and rewards players for mastering the game.
Our main design goals for NEIF were surprise and juiciness. We wanted to surprise the player as much as possible through different mechanics, rare objects, and dynamic music. Juiciness, as we see it, is about rewarding the player for their actions in as many ways as possible. Early in the game when the player lights a book on fire it instantly engulfs an entire row of books, like a series of flaming dominoes or a very dangerous Rube Goldberg device.
The art style is a homage to all of the incredible 8-bit games we played as kids. Keeping the art style simple also was practical, as it allowed us to generate hundreds of assets, further rewarding players through multiple playthroughs.
Alex's procedural generation system used a series of slots and tags to allow David to create a perfect blend of procedurality and design. It also allowed for us to decide just how rare certain objects were and to create specially designed moments throughout the game.
The dynamic music system was designed to give clear feedback to the player for how much flame they have left (instrumentation is stripped back and frequencies are filtered out the more flame they lose), what environment they are in, and how many items they have burned.
DAM, imaginatively, comes from our first initials. Really, though we just wanted to make the Director of our program, Drew Davidson, say: "And now up to present is the Dam(n) team."
David Shiyang Liu: A drummer, filmmaker, painter, and now a coder too. Dude does all things.
Alex Hu: Chief Code Monkey who can be sustained for days on just Diet Coke.
Mac Lotze is a DJ that toured across every province in China and can be found obsessing and muttering to himself over minute details in FMOD Studio.
Alex and Mac made their first game ever together on Oculus about a bird dropping rocks on ugly monsters. David cured Alex of his monster-phobia, working with him on the 81 Monsters experience.
DAM was invited to the inaugural White House Game Jam making a game about functions called The Piecewise Fort Incident: https://www.youtube.com/watch?v=csgbCodlkxk