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Zone Three, what do you want from me?!

The narrative here is simple but believable. You are say, vastly underqualified for your job and you need to maximize your resources to survive. The first half of the game is exploration with your two inputs, and the latter half is hypothermic finger biting and watching the count down.

The biggest missed opportunity here is the entire game is basically a one page puzzle. Once you've found the right ratio, and applied it to each page ( wasn't obvious why I was losing at first! ) we don't get any further dynamic content. I think you could artificially generate a lot more depth simply by having a smaller timer, upon success "You survived a day, but the storm doesn't let up..." and then then next day run the Maximum chill down even lower. Having a reason to click each of the zones would also add a little clock to the back of my mind. (Zone 3 probably needs me to click to restart its generator soon....)

All of the font and graphics are cohesive. It didn't feel like a HTML game, it really did feel like some kind of control surface. I didn't have any troubles with my inputs translating into the game either. I couldn't really ready the log, but I liked the fluff it brought the lore a ton. Really helped seal that immersion.

I think with this concept, if you consider how to challenge the player and either aide or obstruct them from finding the perfect ratio, you'll have the path to a complete game experience.

Zone three close your windows!!! It's not my fault you're freezing!