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(+2)

to be brief about the presentation: stellar pixel art, satisfying sfx, moody atmospheric soundscape, fitting music (with a nice touch of dynamism for the day-night cycle), and a lovely sense of impending doom. this is all very impressive and highly polished for a jam game — and then there are the mechanics…

it takes a while before things start happening, especially when dealt a bad starting hand. during my first run there were long periods of time when nothing happened, until the fire started picking up towards the end. also, it seemed like the challenge wasn’t to place rare building, but to randomly draw them in the first place. I ended my first run with hundreds of each resource, and nothing to spend it on.

I almost stopped playing after just one attempt, but I guess the relaxing pace (and the score screen) gave me time to think. I realized that I had a lot of ideas for new strategies, like letting fires spread to get more faith (which incidentally made the game a lot more hectic too, which was cool). I really enjoyed the sense of discovery, trying to figure out how I could maximize the score on my following attempts. my best score so far was 4987 on my 3rd attempt, but I’m sure I can do better, which motivates me to play more. I’ll definitely come back to this after the jam!

trying to balance getting faith from spreading fires without making too much of the land nonburnable is an interesting dynamic, it adds a lot of tension and urgency to the otherwise relaxed gameplay.

the main progress gate seems to be rock, and it’s important to get a quarry early. restarting to get a good starting hand seems essential for a good run.

a lot of things are dependent on randomness, which I like, but it would be nice to see some more agency (like deck-building or something).

meadows and forests are basically dead cards — the opportunity cost is huge, and there’s no real benefit as a lot of things can be built on charred land. at least forests have the benefit of allowing more camps to be built, but meadows seem completely useless.

during the final moments, I’d love to make a futile effort to put out the fires before the city in inevitably engulfed by fire. it doesn’t even have to give points or anything, I just like clicking the flames :)

bug: clicking “Exit Game” freezes the game on web.

superb submission overall!!

(2 edits) (+1)

Wow, first of all thanks a lot for taking the time to write such an in-depth review for the game!

Starting hands
I definitely think this is a problem, and I already have some ideas for how to remedy that - for example more stuff to buy in the shop, upgrades for buildings, a trade-market and sacrificing resources for the volcano!

Fire spread strategy
I really enjoy when players discover this. I really wanted the game to have at least somewhat of a god-game feel.

Restart for quarry
Definitely thinking about this. Maybe you could choose your starting hands out of X cards to mitigate a bit of the rng. Deck building is definitely something I'd love to add to the game!

Meadows and forests
I added those cards for 2 reasons:
1. In case you end up with too many burnt tiles or built tiles and can't build a camp, for example. To prevent the player from getting locked.
2. Every deck of cards needs some 'lower tier' cards you can discard or care less about, imo.

Other possible use cases for them in the future are:
1. Allowing the player to expand the map, and that it could only be done with non-structure cards.
2. Allowing the player to destroy buildings with those cards, so they could build better buildings.

But I am aware they can be a bit of a nuisance right now!

Final Moments clicking fires
Definitely heard this from players. Maybe I'll try to make it so that it eases-in a bit more into the ending. It's kind of abrupt. Good thinking!

Web bug
Yeah, I'm aware of this. I actually check if the game runs on web then I hide it, but it didn't work for some reason and I didn't get to fixing that haha

Thanks again!
Cheers

(+1)

oh don’t get me wrong, I think it’s cool to have those dead cards in the game — it was part of my learning experience to realize that I shouldn’t pick them, it was a fun realization. and it makes sense that they help prevent softlocks, like you say. I was a bit let down that they couldn’t be used to expand the map, but it’s great to hear that you have some possible plans for them.

everything you’re saying sounds cool, I’m looking forward to whatever happens :)