I will add touch controls after the Jam! Thank you :)

Erathul
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Thank you, this is a lovely write-up, and Monsieur Bernard sends his compliments on the black stripe. 😄
You found a real bug, not just a missing sentence. There is a little “hold to torch ↗” note by the nozzle on the first plate, but it vanished for the rest of the night the moment the flame first touched the sugar, even on a 1/60-second click. So your very first click erased the one hint that would have told you to hold. Exactly the wrong way round.
It will be fixed with the next update after the jam: the note stays until one press has kept the flame lit for a full second, and a click that lets go too soon makes the note jump up again. Your four sessions have become a test that clicks six times and checks the note is still there. It’ll be in the next build.
Merci for sticking with it, and for “a real material simulation, not a progress bar”. That one’s going on the kitchen wall. Allez!
Thank you so much, that’s lovely to hear! The double meaning was exactly the idea, so I’m glad Gaston landed. And the pale-crust face is one of my favourites too.
Your note is really useful. The game does say “hold to torch” and “keep it moving!”, but I can see the second one comes too late if you hold still from the start. The little colour swatch on the order ticket is meant to show the target gold, but on the very first plate it clearly doesn’t read as a guide yet. I’ve written it down for the next update: a sweeping hint on the first plate and a clearer “this is gold” cue. Thanks for pointing it out!
I’ll gladly try your entries.
Thanks a lot! You’re right, the game never explains it: the ring spins while you roll (faster while you’re small), and its direction comes from your last turn. Curve right and it turns clockwise, curve left and it turns the other way. Stopping freezes it. Great point, I'm looking at making that much clearer.
Reading through the threads here, I keep seeing the same idea: let bots play the game. Crumb replayed TORCH IT’s proven solutions headlessly and bot-tested CARRY’s mid-run fork until it turned out to be one road. Mintcurrent ran a first-play check on placement. I’ve been doing the same, and I’d love to compare notes on where it works and where it falls short.
Where the bots earned their keep
In Torched! (you torch crème brûlée while Paris’ most feared food critic is in the room), the sugar is a 96×96 grid running at a fixed 60 steps per second with a fixed seed, so bots can play it fairly. Three bot players: one who watches the colour, a “statue” who holds the flame still, and a “waver” who flails at random. We tuned until an even sweep earns three stars, holding still burns a hole in 1.5 seconds, and random waving never gets three stars. Those rules are now 38 automated tests.
The critic is an agent too. Gaston plays every milestone build in a real browser (Playwright, real mouse movements), never reads the code, and writes an in-character review with stars and a list of faults. His screenshots caught something no test did: burnt sugar stayed brown, because PixiJS multiplied our texture by an alpha channel that held the sugar thickness.
For Grab Your Torches! I wanted to know one thing: does skill actually matter? Ten headless browsers ran the real game code, with rendering off and one night in about five seconds. That came to 4,300 runs, or roughly 200 hours of play, by four bot personalities from “passive” to “perfect”. What came out:
- Skill barely showed. In Night One a weak player lost 2.0 neighbours and a perfect one 0.7. The weak player even farmed rescue points by fixing their own mistakes.
- Rewarding good play made the gap smaller. Longer knockdowns and more counter damage help the weak player too, because even a slow bot lands a counter now and then. Of eleven ideas, two worked: tougher wolves in Night One and more eager wolves in Night Two.
- The hard mode made the finale easier. Under the Blood Moon pact, every beaten wolf drops a burning torch, and the finale’s shadows count as wolves. The mob got free flames in the last stand and lost 0.6 neighbours instead of 4.1.
- Softlocks nobody would have found in a jam week. The bots started nights with almost no troop left. Gargoyles that only hunt neighbours circled forever around a lonely Bertha.
The hardest part wasn’t balancing. It was making a seed replay the same night. A noise table got filled before the seed was set, HUD timers read the wall clock, and background music decoding drew random numbers depending on machine load. All three made runs drift apart. (Full devlog)
Where they missed
- The newspaper review at the end of a night popped up again every 3.2 seconds. The tests passed. Gaston passed, since he takes his screenshot at 1.5 seconds. I found it by playing.
- Our check of the voice lines against their transcripts looked perfect, because it was returning our own input text.
- Agents can’t hear. Every voice and sound comes in several takes on a hidden audition page, and I pick by ear. Gaston’s French accent took three rounds.
- In Grab Your Torches! the balancing bot only knows “walk right”. It got stuck on rocks any human steers around. In the rain of Night Two it never thinks to look for a fire to relight at, so I left that case alone, assuming a human would.
So, my question: What did your bots or agents miss that only a human caught? And for the entries run fully by agents: how do you catch “this feels wrong” when no human plays it?
If you want to see the kitchen for yourself: Torched! (about 3 minutes), Grab Your Torches! (Night One takes about 5 minutes), and KENAZ – The Last Torch (a tactics roguelike in Hel’s dark halls). I’m happy to play yours in return, so drop a link.








