Interesting take on sokoban games. Intresting puzzles.
The only problem is that a lot of the levels are deterministic which means that they can be completed using only one specific input sequence. Because of that even one missed or wrong input is an immediate reset. It can be frustrating.
SalamanderXVIII
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At it's highs - it's awesome. But at it's lows - it's kind of a slog.
Humor and simplicity of it are it's strongest suits.
Graphics are good, explosions and fires feel impactful, although sounds layer on each other weirdly.
Player's character has a very inconsistent speed. Sometimes setting trees on fire gives you so much speed you can destroy entire camps just on that one boost alone. At other times, speed bonus is so negligable, that it becomes virtually impossible to outpace hippies and you just die.
Incredible game. Contender for the best on the jam in my list.
Simple yet engaging gameplay, really good sound and tastefull visuals.
One of not so many games i would consider playing outside of the confines of the game jam.
The only problem is that tutorial is too convoluted and requires a lot of reading. I think that majority of people either skip it or start to get bored while learning to play the game. An interactive step-by-step tutorial should take it's place.
Also the final level felt unfair because the whole game you use the whole board to get crazy amount of points and in the end you simply lose the ability to use the center without any prior warning. Not good.
I cheesed the game by standing at the spawn and everything was burning by itself, then i just picked up all the charcoal and won.
I honestly can't imagine playing the game as intended, by burning everything using the very resource you have to accumulate. Wouldn't be an actual problem if not for the fact that spitting fire barely does anything, and i'm not even talking about people extinguishing all the fires. Spitting fire almost never sparks the fire itself, it just whiffs.
While i can see the effort that went into this. The graphics, title screen, music. All great.
But i simply couldn't play. Once i use a spell my browser just freezes and i can't do anything.
The guy i made the game with, who could play your game, said this:
The map feels hollow and the destination is unclear.
I finished both cases and here are my thoughts on the game:
First time playing was really confusing because game doesn't explicitly show what to do. Only after like 4 attempts and reading description for the 2nd time i realized i had to press space to actually get any answers.
Completing it for the first time felt fun, since you follow along the case and figure everything out step by step.
Completing if for the second time though i felt dissapointed, since the case is essentially the same and you already know who the perpetrator is.
Only after completing the game i realized there is a danger zone mechanic, and after using it i can't seem to figure out what it does? It feels like a safe zone but worse.
Overall, cool concept, but it would be cool if you could actually fail and accuse the innocent if you are not perceptive enough, but i understand that this is hard to do in time restrains of a game jam.
Nice and simple tower defence game. Really good visuals.
Progression feels shallow, as wave 1 doesn't feel much different from wave 30. After buffing one tower you can just afk. Using cards feels inconsistent, as sometimes it just teleports back after trying to use it. There is a bug that if you use explosion buff enemies just mass die and sound dissapears.
One of the most cohesive and well rounded games in this jam.
The style and sound are absolutely adorable, and goes to show how little things like wobbling animations can do so much for the game's look.
Gameplay is addictive and well balanced, i didn't feel like i was grinding but it wasn't too easy.
My only gripe with this is theme. The only thing burning is a star and that is a stretch, to be honest, because it has no gameplay effect on the game.
On the side note: you game runs in minimal resolution when playing in browser, which results in text that is too small and it is not convinient to use the mouse. I suggest you to change the resolution the game plays in browser by editing the game's embed options on itch.
I feel you. Game does feel kinda boring, especially to someone who doesn't have enlgish as their first language.
We were kinda going for the dull and eduacational vibe, but leaned too much into it, so it ended up backfiring.
I didn't even think about adding a hint as to what buttons to push at the start, because as a dev i find it hard to see things from a perspective of someone who is not familiar with the game at all. Good thing you pointed it out, we will add a hint when the jam is over.
As for the visuals and assets, i disagree. While it does look cheap, i think it adds a certain charm and humorous tone to it. But, hey, to each their own.
Thanks for the feedback!
Hey, Thanks for a detailed feedback! It is really helpfull when it comes to gaining experience.
Now that i actually played it, it is kinda boring to play. Crazy thing to say for a dev, but yeah. As i have said in a post above, we were delaying balancing and QA, because we didn't really realized the scope of a project and thought that we will manage.
Initially, we were planning to have all kinds of stuff: mini games during typing (like answering to phone calls, or using a fire extinguisher to deal with burning, etc), ingame shop to add a progression to the game among other things. We ended up creating the bare minimum for the typing system and "kitbashing" basic visual assets in 5 days, with last 2 being spent to finish the essential parts and some polish.
As for the texts themselves, i don't think that they need to be THAT short, but shortening them would definitely help. The game actually has shorter texts, which are 2 times shorter. but they appear at level 2 and 3, and only after finishing the long one.
When i was searching about average typing speed of people, i found out it was something like 200 symbols per minute. And at the moment i though "hmm, two hundrod", and my brain just didn't click and i thought it was 200 words. So, yeah.
As many have pointed out, the game is, indeed, tedious. We made a huge mistake by postponing balancing and QA till the very last day and that resulted in a game that is too long and uneventful to hold the player's attention.
If you wait long enough (5-ish minutes of real time), flames and smoke starts to appear, which was supposed to show the absurdity of this situation, as you should be bolting out of the building, but as a true company man you keep on until your work is finished.
We will keep that experience in mind when creating our next game.
Thanks for the feedback!
I am a fan of this kind of aesthetic. But i think that the game's trailer is much more in line with that aesthetic than the game itself. My guess is this is a modern take on old creepypastas about haunted and / or forgotten games, like sonic.exe. But the game itself doesn't feel omnious or mysterious at all. There is never a moment when the player questions the game's normality, aside from, maybe, the ending. It feels like any normal game would.
The game itself is meh. Me and my buddy who i made the game with experienced trouble completing the game because of a weird save state implementation, where if you fail at a certain levels you go straight back to the level before that. That is a problem, because controls feel wonky and doing platforming or dodging enemies with weird hitboxes is a massive pain in the ahh.
Also, the theme doesn't seem to align with the jam's theme. I guess slow burn is the girl burning alive during cut-scenes or maybe slow-burn is implemented in slow-burning story, but it seems too subtle, honestly. I was questioning whether or not this game is made for this jam specifically, considering other games in your portfolio. Not accusing you of anything, just pointing out that theming is not entirely obvious.
Review of a guy i made the game with:
Really cool and original concept, but the implementation is weak.
Controls feel unresponsive, as you have to react fast but key presses are registered with a delay.
Game is not very clear on how the potato operates. There is too much noise.
Needs polish, but, as previously said, good concept.
Review of a guy i made the game with:
Nice and simple tower defence game. Really good visuals.
Progression feels shallow, as wave 1 doesn't feel much different from wave 30. After buffing one tower you can just afk. Using cards feels inconsistent, as sometimes it just teleports back after trying to use it. There is a bug that if you use explosion buff enemies just mass die and sound dissapears.
I absolutely love the style of the game and that ending is hilarious. The game itself feels fair and is engaging. I enjoyed playing it till the very end. Would be cool to have some background music, though.
Controls are fine, but mouse sensitivity was a bit too much for my liking. Because of that navigating the map and especially sniping these pesky crabs was a pain sometimes.
I played the game and reached level 24, then died( Wonder what the ending is all about.
It has it's vibe and i enjoyed the core loop, but after level 10 the game gets repetitive and after level 17-ish it lags like crazy. Presumably because of these birds that have not unloaded after the attack. Difficulty felt fine, but only because i was able to abuse the strat of luring all of the flying cheese guys into the fire, and it feels kind of random, whether this move succeedes or not.
Edit: now that i checked, those were indeed squirrels, and not flying cheese balls. What a shame.
Overall, nice little game that needs some balance tweaking.
Loved the music and the story! It was nice reading a little dialogue at the bottom, although i think the dialogue window took too much screen space.
Waiting for the enemies is kind of tedious because it seems spawning is tied to time rather than the amount of distance you have covered. Also there is a bug that enables you to dash infinitely by continuously spamming shift button.
This game is quite relaxing!
Liked the fish variety and the idea of taking quality pictures of wildlife for progression.
The problem though is that quality of pictures seem to be determined mostly by how many fish are there in the shot. Because of that a picture of a bunch of salmon is like 4 times more valuable than the close up picture if an angler, which doesn't make sense from a game progression standpoint.
Nice simulator. The atmosphere and the idea are very interesting.
I would be cool if there was any kind of sea creature that would be a threat, because right now the only way to die is to run out of health. And it is reducing to fast for comfort. It was kinda hard enough to keep myself afloat while i was only on my base farming reports, but then the servers started to break. At that point i just accepted my fate and exploded.
Also the lack of music and usage of Half-life sounds gives this game Source's omnious vibe. I don't know if it's good or not though.
Thanks! We appreciate the criticism.
If rotating camera will be a persistent issue among reviewers we will consider adding an option to disable this effect or even replace it with something else entirely.
We experienced this uncomfortable feeling as well when we started working on the game, but after a certain time we stopped paying attention to it, so it's hard to tell how bad it is for the new players.



