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Forest Fire Simulator's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Legitimacy (score low for jam-spam, high for authentic "in the spirit" entry) | #1 | 4.824 | 4.824 |
Overall | #3 | 4.132 | 4.132 |
Adherence (score low for poor theme implementation, high for sticking to theme) | #5 | 4.412 | 4.412 |
Originality (score low for unoriginal, high for original ideas) | #7 | 4.059 | 4.059 |
Impression (score low for unimpressive, high for impressive) | #20 | 3.235 | 3.235 |
Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
As much as I enjoyed playing this, I get the feeling it's unbeatable (even if it's not, it's the impression I get). I couldn't get a score over ... hmmm... The score counter disappears when you lose.
It is indeed not unbeatable ;) The trick is not to try to save everything, you have to make some sacrifices in order to save some other regions (save the water for those)...And the counter disappearing when you lose was intended: When you win (all fires extinguished and more than 50% of the forest still alive) it shows you the score (which is nothing else than the amount of fires you have extinguished)... I'm still not sure if it is better to have a high or a low "score" xD...but if you lose it doesn't matter how many fires you've extinguished as the forest didn't make it ;). But ok, from a gamer-perspective you are right, I could keep the score showing up also if one loses :D
This is a really unique concept for a game! Kinda has an arcade game feel! Awesome! A suggestion would be to make the grass grow back very slowly.
Definitely, thank you :D
Whoa what a unique concept for a game! It's simple but the wind element gives you juuuust enough control to make you still have to think about what you're doing.
I really enjoyed playing!
Thank you :D
Thank you for considering mobile users like me, because right-click doesn't work in mobile. The game is calming to play. I think it is because of slow phase and pixel grass that reminds me of famicom games.
:D I already had it submitted and sent it to some friends to give it a try... And they all tried it on their mobile phone so I thought maybe someone here also wants to do it like this ... so I added this button and re-uploaded it;)
Great fun, thanks. The wind direction element is really nice - and gives an extra dimension. I felt like there could have been more clouds coming in from the width of the screen, as I ran out of clouds (or perhaps that was the idea!!) I also really like how the water falls from the full cloud that you are pressing, rather than just where the mouse is. Graphics are also really well done.
(and finally, from a personal perspective, I enjoyed the fact that the simulation looks like the same approach as I used for a school project back in the day - that was on an Amiga 500 - perhaps in AMOS I think - so it ran pretty slowly. Plenty more CPU power today!!)
Thx :D. No, that was not the idea xD... it works quite well in some cases (of wind direction and wind direction change), but in some others I really have to give it a second look. It's just that this kind of particle simulation took me so long to get it done efficiently (without iterating through all pixels each iteration) that unfortunately there just wasn't enough time for some other things such as cloud spawning, sounds etc.
Yes the cpu power has a really high impact. In fact I'm glad it runs with 60 fps in the browser, as it runs with around 8000 FPS on my desktop pc but only with around 400 FPS on my laptop, so I was afraid it would be unplayable in the browser ^^
Works excellently in the browser! 😀
Cool game! The way the colors work together is so calming.
I think some sounds in there would be nice.
Great submission!
Thank you :D.
You are totally right. I've actually already had some sound samples which I wanted to use, but as I've never worked with the PGE-Sound-extension I just ran out of time. There was some problem when compiling it to web-assembly and thus I removed it again completely. But I certainly will have another look into it and then update my repo.