Fun little game, but a bit overwhelming.
Visuals are nice and sound is crips. Really cool you did it using just html and js.
I was kinda hard to keep up with the rhythm and shoot pixel-wide enemies at the same time.
I managed to score 2000 simply by spamming attack and focusing on killing enemies.
SalamanderXVIII
Creator of
Recent community posts
The style is absolutely adorable and is one of the cutest things i've seen and heard in a while.
I usually can't stomach sokoban and other games of that kind, but this one was an exception. It didn't feel overwhelming and puzzles were just hard enough.
But, to be honest, in the end it was getting pretty boring with all the running around, trying to figure everything out.
Amazing job otherwise.
Impressive, considering you made it from scratch. It felt just like it's ancestor.
It felt too difficult, though. Enemies don't have a distinct shape and it was kinda hard to see them, especially when there were a lot of them in one place. They have too much hp and even while shooting them at point blank range i was constantly running out of ammo and health. I ended up completing the game by just ignoring enemies altogether and essentially speedrunning the level. Game felt good that way, trying to avoid enemies and traversing a specific route to victory the fastest you can.
Very cozy game indeed.
Loved how every character has it's own very distinct character. Although some of them seem kinda hostile from the start.
Writing is charming. I'm not a native speaker, so i can't say for certain, but while reading i couldn't help but think that grammar was a little bit off and could be improved.
Variety and graphics are nice, but gameplay is really shallow.
Main point of clicker games is to give the player a sense of accomplishment by allowing them to gain power in geometric progression. This game doesn't allow for proactive progression and upgrades your gear automatically. That would be something, but it seems the better the pickaxe is, the worse it is at doing it's job. Cracking the same stones takes longer the more you play, which doesn't feel right.
Everything about this game is well crafted, except for the obstacles and level-design.
The rope mechanic feels good and fluid. The problem is that some obstacles severely limit the fluidity and potential fun that the game could offer. Bats are the biggest offenders. They are not bad in themselves, but how they were implemented on levels 2 and 3 makes the game tedious. Instead of swinging left and right to use the momentum created by swings, the best part of the gameplay, you have to constantly take into account all the things that could kill you, slowing down your speed and limiting your positioning. I understand that difficulty is part of the experience, but I think making obstacles less annoying would go a long way towards making the experience more enjoyable.
Really dood visuals and the game's page looks incredible.
Gameplay, thought, is meh. It's a good idea, and the game is so close to unraveling that potential, but clanky controls and not being told how to interact with the sub takes away the fun out of game. I couldn't finish first level since scanning feels completely random. Taking one ship down took me 5 minutes of franticly trying to figure out when to press space, after which i tried to down the second ship, but power went out, scanner progress was nullified and i just gave up.
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.





Nice little sandbox... bdums?