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HEATWAVE's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme | #84 | 4.240 | 4.240 |
| Mechanics | #125 | 3.600 | 3.600 |
| Story | #129 | 3.040 | 3.040 |
| Overall | #275 | 3.200 | 3.200 |
| Aesthetics | #307 | 3.280 | 3.280 |
| Fun | #328 | 2.920 | 2.920 |
| Music | #620 | 1.480 | 1.480 |
| Sound | #664 | 1.480 | 1.480 |
Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How many people worked on this game in total?
1
Did you use any existing assets? If so, list them below.
Fonts, Unity primitives, title screen background image (sourced public domain, edited)
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Comments
Cool concept and intersting system's synergy!
As other players said, with this many mechanics, it would be nice an 'intro level' or at least some animations the first time things happen.. 😊😊
Other than that, solid work! 💪
I like the concept of the game but I wasn't able to play as I didn't fully understand how it works. Maybe is it the language barrier as I'm not a native english speaker, but you put a lot of effort in the game rules and it's quite impressive for a game jam!
I liked the idea of the game. if you juice it up more to make push and pull forces for the ghost and the hunters clearer that might help. I also did not understand where I was supposed to guide the ghost to. But it was still an interesting play. Thanks for the game.
Interesting idea but I couldn't really follow what is supposed to happen, either the ghost got captured really fast or it stayed in a node on the opposite end without any movement. The connection theme was very strong, though...
Really cool set up and lore but the actual gameplay is hard to navigate a the start. A little bit of player guidance or an explanation before the time starts would really help new players.
Yeah, the on-boarding is a bit rough. There's the "Learn" button on the title screen and the same stuff pulls up when you press the pause button, but it's sort of a general purpose guide and not really set up as a proper tutorial or anything. It definitely needs some love in that area. Thanks for checking it out!
You had a great story, and I love the Cyberpunk theme. It reminded me of the card game NetRunner.
Despite reading all the rules, I could not figure out how to play. I could not tell where the Hunters or the Ghost actually were. I wasn't sure what the green dot represented. Some icons to go with the colors would have been helpful. The timer was an added level of frustration when I'm trying to figure out what I can click on.
I think this game would be great with a tutorial to take you through how to play. It's a very complex game with a lot of moving parts. It has a lot of potential.
Thanks for trying it out. I appreciate the kind words and that you connected with it, even though it was challenging to learn how to play.
Agreed, honestly. I included some images to hint at specific things in the "guide" but I wasn't super explicit with some of the descriptions. I had fully planned to integrate a more proper ramp up, but life happens and I ran out of time. The lack of visual/audio feedback for a lot of things doesn't help, either. I've spent some time after submission tweaking some of that to inject breathing room into the phases of the turn, add "something" for sound, and a bit of visual feedback, but it will have to wait until after the voting period is over (and I get a proper on-boarding process in place) for me to push the update. Might take me a while with life and such 🫠
I understand how life goes. :)
really cool implementation of the theme! It was pretty tough, I wasn't able to get ghost out :( The looks game me a blueprint vibe like I'm in a HQ trying to figure out how to keep the ghost safe!
Haha, yeah... I knew I didn't have a ton of time, so i tried to get the mid-line balance. It's challenging if you're just picking up the game for the first time, but still somewhat interesting even if you know the mechanics inside and out (in my opinion anyway). I'm glad you vibed off of it. I was definitely going for the "you're behind the screen" thing. Thanks for playing it!
Really cool idea and fits the theme perfectly. Surprisingly challenging too
I appreciate you taking the time to try it out! I'm glad you like it.
This is a pretty cool strategy game concept!
Hey, thanks for that. ☺️ I think so, too!
The heat management idea is really cool and fits the gameplay surprisingly well. I also liked the tense atmosphere — the game constantly gives the feeling that everything is close to overheating and falling apart 😄
The concept feels fresh and memorable among the jam entries.
Thanks for the kind words and for playing it. I agree (I'm a bit biased) that it works surprisingly well. It even surprised me when I first landed on it properly around day 3. I'm glad the feeling was captured well enough that you could pick up on it. I tried to lean into certain experiences a bit more than others. Some landed, some didn't. I'm happy to see that the tension and inability to control everything seems to be sticking well, though. 😅
It was interesting and a little challenging, I liked it.
I'm glad you liked it. Thanks for trying it out!
The UI is very intricate! I may not have fully grasped the mechanics of the game, but I found it interesting to click the buttons and watch the ghost move around.
Thanks for checking it out! I also like to watch the Ghost move around 😅
I think this is the first game of yours I’ve played. Was kinda expecting more of a Synty showcase. The idea is interesting, and I think I somewhat got the gist of it. This was the turn right before the ghost escaped:
This game actually made me rethink the kinds of games I’d like to make in the future. Are you planning on keeping this game up after the jam? Would love to revisit it later as a reference.
Haha, yeah, I almost deliberately avoided Synty since it's more of a safety blanket. I wanted to make something a bit different than I usually experiment with and this gave me a chance to be as ruthless as possible with scope while maintaining the core identity of the original idea. I think it turned out pretty well, all things considered, and I'm definitely planning to keep it up and push at least one more update for it after the voting period ends.
I'm glad that it landed in something of an inspirational way for you. I'd be glad if it helped you discover something along the way. Thanks for playing it! ☺️
This is way above what I expected to see from a Jam submission - so well done. I still have a hard time with the mechanics but I like the idea behind it. Really have to dig into it more later to get a better feel for the rules and what I was doing
Hey, thanks for the kind words and for playing it! If you like it even in this broken state, you'll probably like the updated version which will come out after the voting period ends. I've been toiling away off and on to inject a bit of breathing room into the turn flow, add sounds, and so on.
I understand that it is hard to digest. Honestly, it even took me a few times to start remembering how things work and I'm the one that made it! 🤣 The guide helps a bit, but it's not very explicit with some things and it's a lot of text. There's a fair bit of complexity and depth there, but it definitely needs a bit more of a gentle intro. I'm hoping a more proper tutorial will help things out (hopefully coming with the first update), and that the improved turn flow and feedback will help reinforce things. I might add a quick summary tab that outlines things more explicitly, too, given the feedback I've gotten so far. Thanks for the push!
Very interesting concept, but the speed of the rounds makes it quite difficult. Eventually I managed an escape.
Yeah, I agree. It isn't so bad when you're familiar with the mechanics, but I didn't get to the point where I smoothed out flow. It suffers because of it. The local build I have is already addressing this. I could probably get away with pushing it up now, since it's just tweaking some numbers to fix a bug, really, but I would have to roll back a lot of the other stuff I've done to be ready for the build I push up after voting period ends.
Thanks for playing it! 😌
Very creative idea and a really interesting use of the theme. I liked seeing a different take on the prompt compared to a lot of other entries. Great job!
Thanks for checking it out! I'm glad I'm it was interesting. I also like to lean in directions I don't think many others will for jams. It's a great chance to stretch creativity ☺️
ABSOLUTE STRATEGY CINEMA! I cannot comprehend a word I read in the game.
Heh... yeah, it's a bit wordy. Honestly, I'm regretting not stripping the text down to bare game mechanics at this point, since I didn't get to roll out the tutorial phase and it lacked other kinds of feedback. It's definitely a bit deep for a typical jam game. 😅
Thanks for playing!
Interesting game mechanics. Plenty of trial ad error helped.
Whats the threshold to open the exit? I spent a while wondering where I was trying to get the Ghost to, but then read I needed to trigger a heat wave to open it up. How much Board heat do I need?
I'm still struggling with understanding when I can and can't play what rumors where.
I think this is one of those games if I can understand more, I'll be hooked :).
I was considering being more explicit with that, but I needed to get other eyes on it before I made any real decisions. Part of me liked the need to "read the city" to come up with the conclusions for when a contact goes dark or when the heat crosses the threshold, but there isn't enough feedback (the counter in the sidebar doesn't draw your eye to it when you tick past the threshold and the lack of sound doesn't help).
For the exit unlock, I shamelessly pilfered the concept of a "heatwave" from meteorological concepts, so it's "greater than 90 for 3 rounds in a row" which is what a heatwave is defined as anywhere that uses Fahrenheit units. It was arbitrary during the design process and I just decided "90 sounds good" and that's where the name came from too. Had to make it interesting for myself in some way. Also, since it probably isn't clear, the exit window can actually close again if the board cools off before the Ghost gets there.
For Contacts, the burnout cap is if their location ends at greater than 21. Yes, I stole from Blackjack. No, I will not apologize. I figured the concepts were relatively the same. Push the house as close as you can to the limit without burning out. They go dark for 2 rounds, then come back (supposing the heat has died down at their location).
For Rumours, you can only deploy them where a Contact exists (little green online indicator in the corner of the location node). The exception is the Suppress option, which relies on an active Rumour instead (green pulsing ring around a location node) and doesn't care if the Contact has been burned.
I wish I had prioritized getting the on-boarding stuff in place, to be honest. I actually wasted quite a bit of time ruthlessly balancing it so that it was close to where it should be and working out the kinks. The path highlighting and floaty text both resulted from me chasing some bugs that I had to patch out, so that slowed me down more than I would like to admit, but I think they help the gameplay quite a bit, even if they don't read as well as I hoped. Turns out, the board was hiding heat from me in the exit node itself (which was an afterthought, really) during the scatter spread. 🫠
Too complicated for us dumb aussies, but I'll get there :)
Yeah, it's one of those things you sort of have to absorb a little at a time. If you try to absorb it all at once, it can be a bit overwhelming. That's part of why I rigged the pause button to pull up the help guide again instead of just a plain pause screen, that way it can be referenced every now and then. My recommendation would be to skim it for the basics (the Rumours section is among the more important ones), then sort feel the game out a little at a time. It takes a few rounds to get a grasp on any one aspect of it, from my observations at least.
My lacking introduction doesn't help. I had planned to get a more proper tutorial section/level in, but life gets in the way of my best intentions sometimes. 😅
So glad you ended up submitting, it was great to play test and see your process through til the end.
Thanks. I appreciate it, honestly. I need the push to be more proactive with dev stuff, so it was fun to push myself in a different way. It's been a while since I've taken a jam seriously and I had a lot of fun with this one. I'll probably keep working at this project off when I have time over the next week, then push an update after the voting period ends.