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Yeah, the tutorial seemed impossibly difficult to me. I was able to snake the fire around to a few different places, but I could never get the building in the middle north to turn red - two firefighters putting out the fire simultaneously was too much, and any red buildings I had would burn out before i could turn the upper-middle building red.

...At least, I assume the issue was two firefighters. There was no real indication on the screen of what would cause the orange buildings to go down faster, or if there was any way to control the speed the red buildings went down.

I like the minimalist style, but some more visuals would have helped - like, why can't orange buildings catch other buildings on fire? Even if the orange buildings aren't fully engulfed, they're still on fire. Or, are they on fire, or just smoky? If they're just kinda smouldering, why do the firefighters focus so much on putting out orange buildings with low number scores?

This could have been a really cool game about manipulating the firefighters to focus on certain areas, or split their attention, to make the fire spread faster... but it didn't feel like I had control over which fires the firefighters focus on at all, so it was just a game of trying to max out wind as much as possible to spread the fire.

The music was very nice, but some wind, fire & water sound effects would have been good to convey what I was doing. This was a really cool concept, it just could use a lot of refinement!

I was eventually able to beat the tutorial level by following the hint, and the second level was a bit easier... but the game still lacks clear visuals, I have no idea how far my fire will spread, how quickly it will build up/die down, how much work the firefighters are putting into it, etc. More so than the difficulty, I think clarity is the biggest thing this game could benefit from.