Digital Artist Management has a short piece on Play with Fire; here's a quote:
“The idea was to cut the cost of development any way we could and then target a niche audience that we knew we could please. The basic way we cut development costs was through the game design. For example, Play With Fire was designed with only three verbs: move and jump, which are trivial to implement, and burn, which admittedly was a little trickier. The game world would be built entirely of cubes, because they'd be easy to render and easy to build with, so that the only tricky technical issues were in the implementation of the burning mechanics.
Many thanks to Dan Boutros for making it happen!