This has potential! The main problem is a lack of tutorial, it took me several tries to understand what was going on. Eventually I got it, but only because I am stubborn. Once I got it, it's a fun and solid board-like game!
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Thanks, yeah. I sort of ran out of time to finish tightening up the on-boarding. I hoped the guide (learn button on title screen/pause button) would be enough to paint the general picture. A lot of the concept is largely based on observation, but I agree that the turn flow is a bit ambiguous. It's playable in its current state, but it takes a few rounds to really grasp how things flow from one deployment to the next.
For anyone that might have doubts, it essentially starts off in your control (the Handler phase), progresses to Ghost decisions, then Hunters, and finally the end of turn (delta updates, Heat generation for active Rumours and dissipation, cleanup stuff, win/lose evaluation).
One thing worth noting is that, because of the sequencing, you are essentially operating on slightly stale data (last known positions) at the beginning of your phase and don't find out more updated information until you hand it off to the Ghost. It was a deliberate mechanism, but it's a bit understated and could have been tightened up better.
It was actually the first time I made a game in this style, so it was a good learning experience (and also took more time to do some things). If I had another day, it would feel like a completely different game—and have sound 💀