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Super Chef Quest's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #5 | 3.444 | 3.444 |
Theme Relevance | #7 | 2.778 | 2.778 |
Fun Factor | #9 | 2.333 | 2.333 |
Overall | #9 | 2.750 | 2.750 |
Accessibility | #16 | 2.444 | 2.444 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
The artwork is great! However, it feels like the theme was an after-thought and does not read well. Also, I have tried to play it on my work PC and for whatever reason the game is super sluggish.
Thanks for the feedback, the theme was the actual first thought, the entire first 2/3rds of development was focused on the cooking aspect, which we thought made for some fun visual trophies and stuff. We were unable to create the art assets for all 20 of the possible trophies though, so for now they're "x"s.
As for sluggish performance, I've heard that from some people, but I've been unable to replicate it with my, or my teams, devices. It might be your browser, a browser add-on, or just that you have a really bad CPU/GPU. We can't control for it.
Now that I was able to try the game I can rate it.
Overall the concept is ambitious. There is a crafting element and a platforming element.
The artwork is very cute and I can tell the artist gave it their best.
Unfortunately the platforming gameplay feels very sluggish, and a bit punishing - checkpoints would've been nice to mitigate that. The controls are kind of redundant. Run/Interact and Jump/Interact could've been just Jump and Interact.
The cooking UI is confusing. I figured out how to cook but none of the materials I gathered from the 1st level combine well. Everything looks like a button that can be selected but it's not.
Overall - good idea but it might've been better to have focused on one thing and made it work well.
Thanks, you're right. I spend the majority of the time working on the cooking element, and didn't really spend much time on the platforming element. The main problem I had was that I'm the only programmer, if we had two people on the team working on it we could have done much more. The platforming would feel much better if we'd managed to get in all the level enemies, for example.
It's a really great entry for such a small team.
Scope creep is something a lot of jammers face. You have to learn to manage your resources and build the game around what you can realistically do in the given time and with the people you have.
It might be good to also think about what the players will experience. For me the platforming element is the major part of the game and it's the first thing you play, so it might need to have a higher priority than the cooking element. The cooking is kind of like a cool little reward after the level (which I couldn't really figure out sadly). You could join bigger teams to see how they manage their projects so you can do that in your own team later.
The cooking is supposed to be a "emergent element", something you figure out from gameplay. Namely by killing enemies, you get ingredients from them. What if you used only ingredients that drop from an enemy in your cooking? Also this guy looks leafy, vegetably, but has a iceberg lettuce for a stomach, maybe I should use vegetable/fruit ingredients to try and unlock his trophy. More enemies in the game would probably help with that.
The artwork is great and it looks fun (I love cooking games)... Unfortunately the controls weren't responding and I couldn't even try it. I will refrain from rating it for that reason but would try a post-jam build.
The game automatically detects if a gamepad is present on your system. If a gamepad is detected, it defaults to gamepad controls. If you are not having any luck with the control, then try unplugging your gamepad and restarting the game. Not every gamepad is supported (specifically some off-brands use weird input maps which can't be accounted for).
Thanks, that worked.