Soul of Fire - High-Stakes Fire Mage IF (18k Demo) - Requesting Feedback


THE PITCH I’m excited to share the alpha demo for Soul of Fire, a new interactive novel set in the universe of the Nine Primordials - ancient figures holding a drifting continent adrift on an endless ocean.

You play as a Fire Mage of the Seventh Circle, sent to breach the fortress of the Necromancer Malakor during the Siege of Emberhold.

This is a choice-heavy narrative about consequence. If you burn a soldier in Chapter 1, he remembers it in Chapter 3. My goal was to create a system where choices ripple forward mechanically, not just in flavor text.


FEATURES

  • Tactical Resource Management: Balance Chi (Magic) vs Life vs Morale. Overuse magic and you burn out.

  • A Living Companion: Azur (Spirit Wolf) provides tactical advice and commentary based on your choices.

  • 18,000 Word Demo: Chapter 1 “Siege of Emberhold” is fully playable.


GAME LINK :fire: PLAY THE DEMO HERE :fire:


CHARACTERS (The Cast)

The Spirit Wolf - Azur (Your Companion) Ancient, sarcastic, and morally centered. He remembers the “Old Way” of magic.

The Grieving Lord - Duke Aldric A man driven by the loss of his daughter Elena. He will get his revenge - but will you help him unravel the entire web spun around his daughter’s disappearance?

The Veteran - Indril Leader of the Duke’s elite strike team. Accustomed to courtly diplomacies and skilled in lightning magic, he is the last sort of enemy anyone would want to face on a battlefield.

The Handler - Tilit A new recruit to the Duke’s elite strike team. She handles Artifacts - strange devices that can do unimaginable things. But this technology wasn’t invented recently. It was found.

(More characters to be revealed in Chapter 2…)


FEEDBACK REQUEST I would love feedback from the IF community on:

  1. Pacing: Does the “Recall System” feel natural or forced?

  2. Mechanics: Is the Chi resource management clear?

  3. Engine Feel: Does the custom UI distract from the reading experience?

(Note: English is not my first language, so I appreciate any notes on phrasing!)


TECHNICAL NOTE (Custom Engine) I built this game on a custom engine (React/TypeScript based) rather than Inform or Ink, specifically to handle complex state tracking and “Recall” systems where NPCs reference past player actions.

  • Playable: Browser-based (Mobile/Desktop)

  • Saves: Cloud saves included without downloads.


About Me I’m a solo dev passionate about destroying the “illusion of choice” in interactive fiction.

Looking forward to your thoughts!


JOIN THE COMMUNITY For the most active discussion and to be the first to give feedback on new chapters:

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