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Great Food it's Hard to Chew's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Innovation | #26 | 2.091 | 2.273 |
Audio | #27 | 1.923 | 2.091 |
Overall | #29 | 1.806 | 1.964 |
Visuals | #29 | 1.923 | 2.091 |
Theme | #30 | 1.505 | 1.636 |
Gameplay | #31 | 1.589 | 1.727 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Please share with us the connection your game has with the theme "Tough Choice"?
You must eat other creatures to avoid death by starvation; tougher enemies will quench your hunger more, but shall prove harder to chew.
Did you use any third party assets like art or music? If so, which ones?
None
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Comments
The gameplay gave me Spore and Agar.io vibes! I like the whacky, simplistic art style and the BGM is super catchy. I feel like the game could use multiple enemies at once, perhaps items and/or a high score / leveling up system of some kind (basically anything that would add more depth or complexity to the gameplay) if you’re looking to work on it after the jam.
Thanks!
Those were exactly the main references.
We already had some of those ideas in mind; however, my job responsibilities and some health issues didn't give me enough time to finish most of them.
I hope to update the game in the upcoming weeks, starting with the final music, arranged as our musician intended.
And I forgot to mention that a major aspect of combat is that enemies will attack each other, and their preferences shall be defined by which other organism in the area they had a major advantage over. Some conditions could include:
Again, time is a cruel mistress, but I will write and draw all this down as an exercise.
It reminded me a bit of Spore. It would be awesome if you could choose an upgrade or evolution path once you’ve earned enough experience. Adding some particles on the screen and clearer hit indicators would really spice things up!
Yes, Spore was a major influence, as were Flow and Argar.io.
Regarding the evolution path, my idea was for it to be a quasi-random procedural system tied to the characteristics of the enemies you defeated. For instance, if you ate enemies with bigger tentacles, you had a better chance to improve your tentacles; if you defeated nimbler enemies, you would become nimbler, and so on.
However, there were some basic systems that I wasn't able to include, like your hunger being directly related to your size, and your energy consumption had a heavy increase if you were to actively do nothing.
I do wish to retake this project, but my work-family balance is already too tight to focus too much on this.
I was intrigued by this game, but also a little confused. I just kept chomping everything I could and after chomping my third enemy, I think I was just left alone with nothing more to chomp. Not sure if that means I won, lost, or did something wrong. Interesting idea, but I think you need to expand on it some more.
I mean that I wasn't able to completely build a robust prototype.
I wish for some sort of progression between fights. I liked obscure look of creatures. Well done!
Progression was one of my core ideas, but I didn't have the time to implement it well or the knowledge to do it on time, so I needed to leave it out to avoid a game-breaking bug.
Very cool game but how is it tough choice
The submitted version lacked a key system: enemies toughness (HP and Armor) were supposed to be directly related to their current level and how much XP they would give you, hence making them "a tougher plate to chew."