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Excellent game. Very good execution and use of the theme, with the only (very minor) problem I had was that selecting upgrades could be a little annoying with how stick the tooltip over them was.
Personally, I would prefer if only the title be displayed on hover, and then the full description show when clicked on, especially since you already have a different button within that menu dedicated to actually purchase the upgrade. But again, very very minor thing, and others might prefer differently.
Yeah, I noticed that myself and @fight320 in the comments already pointed out the same issue. Unfortunately, because of the time crunch I did not get to spend more time on it. This issue is priority №1 for the post jam version of the game.
Thank you so much for the feedback and for bringing this up! ❤️
I played with fire and loved it! I definitely need more levels to burn! Really liked the concept and progression—the hand-drawn art style and sound design make everything feel so smooth.
Also, a reverse version could be super fun too, having to put out the fire instead! 🔥🧯

Looks really good, love the style. Had fun with it, the upgrade loop got me for a while. Couldn't figure out how to burn that small island top right on the first level though, even with a bunch of upgrades my best was still 96%. Not sure if I'm missing something or it's just hard to reach. Anyway nice job!
Oh my god that's a BEAUTIFUL game! I'm in awe of how good this looks <3
I've shared this game with a few of the folks I know; it's a really polished project, especially given the Jam's time constraint, and it fits the theme perfectly! I'd defo come back to this if you've got more planned for it in the future!
Beautiful art style and very relevant to the theme of this game jam! I definitely enjoy the twist of adding fire spirits to make the game's pacing faster.
1) A minor thing that hindered with the UX is when I highlight an upgrade, it blocks the upgrade above it. Making the navigation a little awkward.
2) Another thing that could be enhanced is allowing the player to end the spreading fire section early. There were times when I knew I had exhausted all options of igniting the right side, but I still had to wait for the rest to finish. (Maybe the end button calls a downpour and puts out all the fire).
Overall, it's a very well-polished game with amazing graphics! I look forward to more levels and more interesting mechanisms.
1. Yeah I noticed that too, but I ran out of time to polish that interaction, even though it is one of the main parts of the game. I will fix it.
2. Good idea! I added an option to restart the match using the R key for this, which I mentioned under Controls on the game page, but I forgot to add a tip on screen during the match. 🫠
It is super helpful when people point out things like this. When you are developing, you get blind to these details. Thanks for such valuable feedback! ❤️
Soooo amazing art style! Honestly, I just spent about 5 minutes in the menu just looking at all the buttons :)
This game and the extinction event game are my favorites so far :)
Welcomes!
Personally, as someone who’s obsessed with incremental and idle games, this is pretty much close to perfect in terms of balancing.
I did finish the game with only 2 abilities from the skill tree not bought yet. I kept playing until those were unlocked, but I do know some people prefer these kind of game ending sometime AFTER the skill tree is 100% complete.
I am especially curious to hear what fans of the genre think. At first I wanted to lock the skill tree and unlock branches as you progress through levels, but then I decided against it and gave players total freedom. There is definitely stuff to improve and expand on. Thanks again for your feedback! ❤️
Excellent presentation and overall a great game. I personally disliked the concept, but I want to clarify that this is for a very personal reason: I live in an area where we have had multiple fires over the summer, many of them started deliberately. Because of that, the theme didn't sit well with me, but I didn't want that to take away from the fact that you clearly put a lot of skill and effort into making this.
Please know that my personal feelings about the concept did not reflect in the rating I gave you
ah, I hope we all get to play (and / or to design games) in order to experience fun, joy, pain, challenge, sorrow, and whatever. Also, to enjoy stunning visuals, sound, immersive gameplay of course. This game provides all of this, and aplenty! What this game doesn't provide or mean at all are some instructions on how to burn villages, or some evil attempts to mock anyones misfortunes
I completely agree that games are an amazing medium for exploring all kinds of emotions and themes! My comment wasn't meant to imply the game was mocking anyone. I was just sharing why the theme was difficult for me to detach from right now. When you spend the summer frequently smelling smoke and seeing the orange glow of fires at night in the valley next to you—especially knowing many of them were started deliberately—the subject is just very raw. But I'm really glad you enjoyed the experience!
The first feeling when i heard music: This war of mine! and it was a good feeling for me :) I keep digging...
i think main concern for me is to have more control on how fire can move, now it feels like after soem upgrades it does not matter much where you start it, right? or am i mistaken? and initial upgrades came too quickly when i figured where to throw it to burn everything and earn coins. so yea the goal is spot spot the place with most flammable materials and watch it burn while upgrading between. so it becames easy to oquickly, maybe more complex labyrinths of zones would help. at least for me. but it lands very nearly my own game, so we are aligned in approach to how things work. it is very enjoyable to play, and it is the game that kept me the longest so far. i played only 12.
Thanks! Yeah, right now where you throw the match only affects how fast you gain resources. In the future, I plan to add more in-match interaction so the outcome also depends on and is controlled by ACTIVE player decisions. For the jam, I tried to keep it pretty simple so that a quick completion just required buying the right upgrades.
I think this is a strong contender to win the jam. The visuals are excellent! One idea to consider: the time between throwing matches could perhaps be made a bit more interactive. The first thing that came to mind was giving the player a small amount of control over the wind, allowing them to slightly influence the direction in which the fire spreads.
Before I knew it, I'd played all the way to the end. The theme interpretation, accessibility, presentation, and UI were all really polished. Personally, I found Ranch harder than Lake, and Farm harder than Village. Figuring out exactly which items to buy could make for a fun speedrun challenge!
I finished the entire game. Burned all things down to a crisp!! hahahh
absolutely 5 stars for the visuals / sound. I'd give it 6 stars if I could








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