
Blazing Biscuits
Play in fullscreen if it the canvas size is wrong in normal mode, sadly nothing I can do about that
A chaotic, fast-paced platformer where keeping your speed and precision are very important.
Explore the ruined tunnels of the volcanic cookie mines as far as you can but don't risk too much or you might never exit again.
My Highscore is 106 million btw so you can try to beat that if you want :)
To complete a run you need to continue until you reach the next campfire room and choose exit the mines. Dying at any point will end your run and leave you with absolutly nothing.
Controls:
A/D: Roll left and right
S: Accelerate Downwards
W: Slow fall
Double Tap W/A/S/D: Dash in any direction
Space: Jump
How to play / Tips
1. Roll through the tunnels as fast as you can
2. Hitting the volcanic rocks damages you
3. Combo modifiers stack until you take damage and are great for getting more points
4. If your cookie starts to smoke, you are almost dead. Health regenerates after not taking damage for a while
5. Choose when to exit the mines, it's better to leave with a few points less than dying and getting nothing!
6. Continuing after a campfire also leads to higher point multipliers
7. You can get points for more things then just completing stages, airtime and speed are especially important too
Credits
Textures and game code all created by me
Used Libraries: (Created before the game jam)
- LeanTween
- Utility scripts for playing sounds effects and loading scenes also written by me
Audio
- Most Effects are from freesound.org and licensed under CC0
- Exception: Menu Campfire Sound by SilverIllusionist
- Full List of used Sound Effects
- Music from alkakrab
| Status | In development |
| Platforms | HTML5 |
| Author | Vectorflare Workshop |
| Genre | Platformer, Action |
| Made with | Unity |
| Tags | 2D, Casual, Unity |
Development log
- Small BugifxesAug 31, 2025





Comments
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Movement feels great!! Lots of fun :) - although i did run into a crash after i tried to go to the main menu
Glad you liked it! And thanks for pointing that out, should be fixed now along with a few new map stages :)