Fun game, interesting concept. My only suggestion would be to get rid of the next turn button - just automatically advance to the next turn when moves are extinguished! Would improve the pace of play.
Nice idea! I liked balancing in my head how many cells are going to ignite vs how many I can extinguish. I also liked the moments when I had to make "controlled burns" to guide the flame somewhere I needed.
I'm wondering how a version of this would work on a graph where nodes could have arbitrary number of neighbors.
Clicking on the same cells over and over again just to make tiny progress gets quite tedious, especially on later larger levels. I feel like a worker placement system could improve the experience, while being mechanically similar. You would have workers instead of clicks, and placing worker on the cell would prevent it from being ignited.
I agree with the comment about the colors, they seem broken. I lost a lot of progress on level 13 a couple times because I extinguished the wrong switch. It would help to have distinguishing symbols, simple shapes or patterns in addition to color coding.
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.
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.
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.
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Fun game, interesting concept. My only suggestion would be to get rid of the next turn button - just automatically advance to the next turn when moves are extinguished! Would improve the pace of play.
Yeah I agree that would have been better. Unfortunately, I had to spend longer on the level design than I thought and ran out of time to change that.
Nice idea! I liked balancing in my head how many cells are going to ignite vs how many I can extinguish. I also liked the moments when I had to make "controlled burns" to guide the flame somewhere I needed.
I'm wondering how a version of this would work on a graph where nodes could have arbitrary number of neighbors.
Clicking on the same cells over and over again just to make tiny progress gets quite tedious, especially on later larger levels. I feel like a worker placement system could improve the experience, while being mechanically similar. You would have workers instead of clicks, and placing worker on the cell would prevent it from being ignited.
I agree with the comment about the colors, they seem broken. I lost a lot of progress on level 13 a couple times because I extinguished the wrong switch. It would help to have distinguishing symbols, simple shapes or patterns in addition to color coding.
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.
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.
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.