Play Clicker
Interdimensional Cafe Clicker's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #6 | 3.667 | 3.667 |
Sounds and Music | #10 | 3.444 | 3.444 |
Overall | #15 | 3.444 | 3.444 |
Idea | #16 | 3.667 | 3.667 |
Theme | #21 | 3.000 | 3.000 |
Graphics | #27 | 3.222 | 3.222 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Credits
Ki`Ko#1364
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Comments
This game was quite enjoyable, and I found myself playing it for extended periods of time. However, I was unable to grasp the purpose of the "Customers" feature. The mechanics of swiping to navigate through rooms was unique and enjoyable, but I would have preferred if the game had focused more on one aspect, either portals or swiping. The tutorial provided was helpful and appreciated, as it guided me through the gameplay. The option to change the background music was an interesting feature and added to my overall enjoyment of the game.
I'm glad you liked it. Customers are given a one-time amount of godpower after they have been served. In addition to placing a cafe and a temple, a portal has been planned with your colony, and all this is considered its own space, where only 1 portal (top) leads.
Game that has cool graphics and music. The room switching feature with the swipe is interesting. The game has a guided tutorial which is great. The ability to change music with the radio is also cool. The game has a lot of upgrades which makes the game exciting. The game is also consistent with the theme. However, there is a bug in the tutorial where when the game tells me to "open portal" I opened the second portal instead of the third. I sadly broke the tutorial. Overall, the game has cool graphics, music, and features, but the tutorial bug and my mistake of breaking the tutorial detracts from the overall experience.👍
Thanks for the feedback! I'm still working on making sure I have enough energy and time to make a good tutorial, but I'm glad that in general you liked the game.
I very much like the choice of lofi and royalty free music that you get to listen to, however it seems very cookie cutter. The amount of clicking you have to do is insane, though. My wrist started hurting, even, especially when you don't have the auto-workers that you have to purchase and have to grind to get the resources necessary to attain them. The game seems potentially fun, and I enjoyed for what it's worth and the most fun I had was imagining the scenario of a godly being force-feeding one of their followers in some hostel in order to make them devout enough to give their undying loyalty. Ultimately it just became a chore to have to feed all of these gluttonous religious fanatics. Which is very much a macabre twin mirror to how real religion, as well as a critical satire, may befell, but I don't think that was in mind when the game was being developed.
Thanks for the answer. I'm not good at narrative design, so I didn't think deeply. I didn’t even manage to make the tutorial immersive in the narrative, as I wanted.
Yes, now I understand more that the number of clicks is a real problem, but I will take this into account in future projects.
The game is pretty good, I spent a long time playing it.
The only bad thing I found is that towards the end of the game, the cost of each unit/improvement vs. what they give (I'm talking about when you already have everything and go for your miner 60 for example), it's not well balanced, but It's understandable given the scope of the jam.
Thanks for the feedback. I planned that the player should reach lvl 5 of the cafe in 40-60 minutes, I did not have time to think through the late game well. When I thought that it was necessary to make the game even easier, it was too late.
I like concept and the systems you created. Though at later stages you should have a button to pay all the feeding costs because it takes a lot of clicking.
Thanks, I'll take that into account in the future.