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yahoai

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A member registered Jun 03, 2022 · View creator page →

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Thanks for flagging this. That card is a 3-second house ad for my own apps that runs after every game, and it can't be skipped right now. In the code it only opens the store page when the card is clicked, but it fills the middle of the screen right after you've been tapping, so a stray click is easy to make. It's on my list now, including whether jam players should see it at all.

Played into the first cavern, Gloom Hollow. The torch bar across the top doubling as your timer works well, and I like the flame leaning toward the way out instead of a map marker. In a wide window the lean is only a few pixels on a small flame, so it is easy to lose while you watch the walls and your fuel. A stronger lean, or sparks drifting toward the draft, would make the hint easier to follow.​

Played one run of the first cave. The dark peeling back under the torch and staying burned in is a strong hook, and the map on the end screen shows exactly what you earned. My first 10 seconds lit 9 cells for 4 ember, and the meter stayed at 1% after a full loop around the cave. The lit trail is also very dim, so a slightly brighter trail would make that first run feel like more progress.​

Only played the opening of the demo. The art is lovely, especially the thawed ground spreading out from the hearth against the grey frost, and the clock holding at 06:30 during the first task takes the pressure off. In my run the third twig sat right beside a tree, and clicking it kept the character chopping the tree while the task stayed at 2/3. Giving the clicked object priority over a nearby tree would clear that up.​

Cleared the first two rooms. The brazier refill in room 1 and waiting out the burning bramble in room 2 teach the flame budget fast, and Undo let me take back a wasted step right away. The rule text sits small in the top left corner while the room is in the middle of the window, so it is easy to miss on a wide screen. Showing the hint right above the room would fix that.​

Played levels 1 and 6 with a mouse. Watching the fire crawl along the oil and flare through the torches is a good payoff, and the Undo button on the BOOM card means testing an idea costs nothing. On level 6 the keg sits on its own trail with no torch on it, so avoiding it takes no thought. By that point I'd have the keg share a trail with a torch, so you have to pick where to strike.

Thanks for going back and re-running it with the same bot - good to know round 4 reads as memory now instead of finger speed. Enjoy the rest of the jam.

Thanks for running this so carefully. You were right on both.

Round 4 gave you about 1.25 seconds for six stones, which made it a finger-speed test instead of a memory test. The fuel now scales with the sequence: each stone gets 900 ms in round 1, shrinking to 500 ms by round 5. The result panel also stays up for 2.5 seconds before the ad card appears.

Both changes are live now. Wickline is on my list once rating opens.