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A puzzle game where you must fully extinguish the flame covering each formation of square tiles.  You can only extinguish a few tiles per turn, and after each turn the flame will spread again.

This project was created for the Thinky Puzzle Game Jam 4, with the theme being: extreme sports.  As you can probably guess, I did not follow the theme for this jam as I was completely stumped on it.  The theme was optional anyway, so I chose not to bother.  This is also only my second solo jam after the very first one I did!

Updated 4 days ago
Published 6 days ago
StatusReleased
PlatformsWindows, macOS, HTML5
Rating
Rated 4.8 out of 5 stars
(4 total ratings)
AuthorMeswif
GenrePuzzle, Strategy
Tags2D, Singleplayer, Unity
Average sessionA few minutes
LanguagesEnglish
InputsMouse

Download

Download
Pyrotomy.zip 35 MB

Comments

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(4 edits)

Interesting game. I found it hard to distinguish when the switched blocks were ignited vs extinguished, because 'extinguished switch' base colour is very close to the 'ignited block' colour. When a switched block is lowered I can't tell at all, even if next to a ignited ground for comparision.

Also in Level 11, most colour layouts make the white and green switched tiles indistinguishable because the green gets washed out entirely by adjacent light. When the blue switched tile is in lower left, the other three all appear white. This is without colourblindness and on a screen with reasonable colour rendering.

(+1)

Thanks for playing!  I've taken your critiques on board and will be looking at making the colours more distinct before the jam submission deadline.  I think part of the issue is that I was forced to change the colour space settings from linear to gamma for the Web GL build which may have screwed up the aesthetic a bit.

(1 edit) (+1)

This is a neat idea! There's a lot of symmetry in these puzzles and I think I'd consider trying to reduce the size of the puzzles to their smallest idea. Like on Level 4, I might get rid of 2 of the 2x2 corners (But keep the central loop).

Thank you for your feedback!  Unfortunately I have a bad habit of making my puzzles symmetrical - it's just how my brain seems to work!  I also tried modifying Level 4 the way you suggested: however, I found the level can now be beaten with just 3 moves per turn and felt like the new version isn't distinctive enough from Level 3 so I chose to leave it as it originally was.