Game review

Lost City Of S

5.8 / 10

Developer
Markus Fisch
Publisher
Self-published
Released
13 September 2024
Platforms
Web browser (desktop and mobile)
Genre
Action / Survival
Monetisation
Free, public domain, no ads and no in-game purchases
Players
Single-player only

The short version

Lost City Of S drops a lone explorer into a beautiful isometric jungle full of gorillas, scorpions and something in the river, with a virtual-joystick drag confirmed to move the character properly on a real touchscreen — testing watched the whole visible scene change twice in a row after two separate drag gestures. The problem isn't the touch input, which works; it's that the game's central hook, a "mishap" every 13 seconds that silently reverses your controls, confused a genuinely large share of the competition's own judges into thinking the game was buggy or unresponsive. Combined with near-total silence throughout, the beautiful art isn't enough to carry it past the bar on its own.

Biggest strengths

  • "Touch-driven movement was confirmed working directly, not inferred from the source: after clearing the intro dialogue, two separate held-drag gestures (up, then right) each visibly moved the character far enough that the entire on-screen scene changed — different gorilla positions, different rock and tree layout — matching a genuine virtual-joystick implementation"
  • "Judged 19th out of the entire js13k 2024 field for graphics, and it shows: lush isometric palm groves, ancient stone monoliths, and later a desert and a river, all in the same clean flat-vector style as this author's other entries"
  • The author has personally acknowledged the desktop mouse control is unintentional cruft left in by mistake ('it's really designed for touch input on mobile devices... I really should have disabled this on the desktop'), which is exactly the kind of thing this shelf's own testing would otherwise have to guess at

Biggest weaknesses

  • "The core twist is a genuine clarity failure, not just a first-timer's confusion: read through a dozen independent comments on the competition page and a large share of them separately describe the exact same problem — a 'mishap' every 13 seconds silently reverses movement controls with no visible warning, and players repeatedly died to it without understanding why ('I didn't understand why... my movement speed suddenly would flip', 'is mishap a control reversal... very confusing', 'not sure what the goal is')"
  • "Judged 155th of the field for audio — effectively silent — and several of the same comments independently ask for even minimal sound effects or music"
  • Multiple judges playing on desktop reported being unable to figure out movement at all before dying repeatedly, and the author's own reply confirms the desktop control scheme was never meant to be there

Who it's for: Players who want a short, visually striking survival dodge with a twist, and don't mind reading the comments to understand what that twist actually is

Our recommendation: Do not add to the shelf yet. Touch works, but a mechanic this consistently misunderstood by the game's own competition judges is a clarity failure this reviewer's own playthrough could not resolve any better than they did

5.8 / 10

Lost City Of S looks like one of the best-produced entries reviewed on this shelf. A lone explorer in a pith helmet moves through a lush isometric jungle — palm groves, ancient stone monoliths, prowling gorillas — that later opens into a desert and a river crossing, all rendered in the same clean flat-vector style this author uses across a whole run of js13k entries. js13kgames.com's own judged results back up the eye test directly: 19th place out of the entire 2024 field for graphics, a genuinely strong result.

The touch controls work — confirmed by watching the world move

The core interaction is a virtual joystick: touch and hold to plant a stick, drag to set a direction, and the character walks that way. This was tested properly rather than assumed, because a drag gesture needs to be held and moving, not just tapped — two separate drag inputs (up, then right) were each confirmed to move the character by comparing full-screen screenshots before and after: the gorillas, rocks and tree layout were completely different each time, meaning the world had genuinely scrolled a meaningful distance rather than the character twitching in place. That's real, working touch-driven movement, not a control scheme that looks right in the source but does nothing on a real screen.

The twist that undoes it

The game's hook, per its own description, is that "a mishap happens here every 13 seconds." What that actually means, discovered only by reading through the competition page's own comment section, is that your movement controls silently reverse on a 13-second timer — up becomes down, with no visible warning. That would be a clever idea for a survival game built around memorizing a rhythm. In practice, it's a clarity failure serious enough that it shows up independently, described in almost the same words, across a dozen separate comments from the competition's own judges: "I didn't understand why... my movement speed suddenly would flip and instead of going up I would go down," "is mishap a control reversal when the timer runs out? ...very confusing," "not sure what the goal is." This isn't one confused player — it's a pattern serious enough that the game's own controls score (104th of the field) sits well behind its graphics score (19th), and several judges reported dying repeatedly without ever understanding what was killing their attempts. On top of that, the game is close to silent throughout — judged 155th of the field for audio — which several of the same comments call out directly.

To the author's credit, he's been direct about the other half of this in his own replies: the desktop mouse control was "really designed for touch input on mobile devices," left in by mistake rather than intended to be used with a mouse, which explains why several judges playing on desktop reported being unable to figure out movement at all.

Final verdict

The touch implementation itself passes the test this shelf runs: dragging genuinely moves the character, confirmed by watching the world change under it. But a shelf that promises "genuinely good" games has to weigh more than input plumbing, and a central mechanic this consistently misread by the game's own competition judges — not just casual players, but people used to evaluating jam games — is a real design problem that beautiful art doesn't cover for. Worth revisiting if a future version telegraphs the control-reversal clearly and adds even minimal sound; as shipped, it doesn't clear the bar.

Pros and cons

Pros

  • "Touch-driven movement was confirmed working directly, not inferred from the source: after clearing the intro dialogue, two separate held-drag gestures (up, then right) each visibly moved the character far enough that the entire on-screen scene changed — different gorilla positions, different rock and tree layout — matching a genuine virtual-joystick implementation"
  • "Judged 19th out of the entire js13k 2024 field for graphics, and it shows: lush isometric palm groves, ancient stone monoliths, and later a desert and a river, all in the same clean flat-vector style as this author's other entries"
  • The author has personally acknowledged the desktop mouse control is unintentional cruft left in by mistake ('it's really designed for touch input on mobile devices... I really should have disabled this on the desktop'), which is exactly the kind of thing this shelf's own testing would otherwise have to guess at
  • Generous checkpoints and a respawn-in-place death penalty were confirmed by multiple independent player comments, softening the difficulty of the enemy encounters
  • Public domain (Unlicense), confirmed by reading the actual UNLICENSE file, zero console errors and zero failed requests across every test

Cons

  • "The core twist is a genuine clarity failure, not just a first-timer's confusion: read through a dozen independent comments on the competition page and a large share of them separately describe the exact same problem — a 'mishap' every 13 seconds silently reverses movement controls with no visible warning, and players repeatedly died to it without understanding why ('I didn't understand why... my movement speed suddenly would flip', 'is mishap a control reversal... very confusing', 'not sure what the goal is')"
  • "Judged 155th of the field for audio — effectively silent — and several of the same comments independently ask for even minimal sound effects or music"
  • Multiple judges playing on desktop reported being unable to figure out movement at all before dying repeatedly, and the author's own reply confirms the desktop control scheme was never meant to be there
  • Judged mid-to-low field for gameplay and innovation (124th and 138th) alongside the confirmed control-clarity complaints — the mechanical idea is more interesting than its execution communicates

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 5 / 10
  • Visuals 9 / 10
  • Sound 1.5 / 10
  • Originality 6.5 / 10
  • Replayability 4.5 / 10