I loved the game idea, it is unique and fun! if only controls are a little eazier :)
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Ricky's Hot Dog Stand's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Story | #124 | 3.276 | 3.276 |
Mechanics | #220 | 3.310 | 3.310 |
Theme | #225 | 3.690 | 3.690 |
Overall | #308 | 3.345 | 3.345 |
Music | #315 | 3.207 | 3.207 |
Fun | #323 | 3.241 | 3.241 |
Aesthetics | #326 | 3.483 | 3.483 |
Sound | #496 | 2.483 | 2.483 |
Ranked from 29 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How many people worked on this game in total?
me
Did you use any existing assets? If so, list them below.
existing song by a friend of mine, font (check credits for both)
Comments
Really interesting unique mechanic with the key combinations to make the right food, and shooting to the right person. I think you did a great job on this game making something different and fun.
Very FUN and UNIQUE idea on this game! AWESOME WORK!!! GREAT ART!!! NICE MECHANICS!!! This was a fun challenging game. Loved it.
I love the backstory and the theme alignment - quite a novel way of interpreting that. I was ok with the control scheme - I think it could take a bit of practice to get used to which a lot of people flying through game jams to review might not have the patience for but I didn't have an issue with it. It was tricky to work out who gets what makeup of hotdog and what the impact of getting that right or wrong was, but it was still a lot of fun trying to blast out hotdogs to people. I thought the corporate take-over outcomes were really funny as well. Neat game! Good job.
Good idea, but I find the hotdog composition a bit awkward: given that you can only add the ingredients in order I would simplify and only use Q, W and E for all the parts.
A solid entry, anyway, well done!
Really interesting idea and a funny theme for the game! I struggled a bit to keep an eye on what each character wanted and make the hot dogs fast enough - maybe starting with fewer characters appearing at the beginning would help, though probably also me panic pressing buttons😆
Just had a look at your game, I liked the set up and the style, reminded me of GameBoy games.
I found the controls for making different Hot Dogs a little awkward.
It was quite challenging for me and I couldn't quite finish it but I had fun. I also like the artstyle and the music.
You mean corporations expand by any means necessary in the present right? In my first play through, I thought I won when the boss showed up. Did not realize you are supposed to hotdog him too. Anyway, nice entry, I like it.
It took a few tries to get the hang of things! I'm normally pretty bad at these sorts of games, so I'm glad I was able to stuff CEO Doug full eventually!
I'm not sure the cooldown for ingredients is necessary, it feels like the gameplay should focus on getting the right combination for the right person. So, perhaps, a single cooldown for firing the hotdogs instead of one for each individual item?
Not sure if it's explained properly/obvious from gameplay but hot dog only needs to contain one of the 2 ingredients they like to make them go away. Main reason for using ingredient CDs was that you could fire another hot dog combo when waiting on cooldown from previous ingredients. Which in turn was suppose to add some more decision making as in which ingredients do i put on CD based on enemies that are coming.
E.g. 2 businessman are coming; i only use one of the ingredients they like so I can fire another hotdog with the other ingredient they like right after. Or 1 lawyer and 1 critic are coming. Lawyer is closer but I need to save one ingredient that is critic's weakness when firing at the lawyer. This is a decision that would not happen if you wouldn't have ingredient cooldown as you could just pick whatever for the other 2 ingredients as long as the 3rd one was a weakness for that enemy.
Would obviously have to try it out in practice to see if it makes a difference to just have cooldown on fire for more clarity and making the decision to fire the hot dog feel more impactful while keeping same level of engagement.
Thanks for the suggestion and thanks for playing until the end!
Ah, I see! I didn't realize that only one ingredient needed to match someone's taste. I played under the impression that I needed to get two correct ingredients and the third could be wrong. That does make more sense for having the cooldowns tied directly to ingredients. I think for players who are faster than I am, it would definitely impact their decision making progress. For myself, I was always rushing, focusing only on the nearest person to try and deal with them without seeing the bigger picture. :)
Very clever concept and well executed. I especially liked the CEO Doug boss. Sometimes I would get loads of the same character which made it a bit difficult to actually clear them since they wanted the same ingredients, but generally I had a lot of fun!
I really liked the creative concept of building hotdogs and using them as ammunition! There were a lot of nice touches like cooldown indicators for each ingredient. The pixel art and color palette for the logo was nice too.
The UI was neat, and consistent. I understand why the enemy types had to be iconized so as to fit the UI minimalistic theme, but perhaps a more intuitive representation would make the reference easier (e.g. instead of a alphabet, make it the enemy headshot). The meat type for the hotdog would have benefited from some more distinct contrast. I couldnt tell apart the pink and dark red meat.
Overall, a smooth, solid and creative submission!
Yeah I agree the cheat sheet was really hard to implement with little UI space. Think a step by step tutorial would help a lot or maybe even attaching icons to actual characters. Or like you said using more representative icons. Thinking was same color scheme would be enough to makle the connection but doesn't seem like it based on comments from most people. Thanks for playing!
Here for a fellow hotdog stand game dev lol
Nice concept, I like it!
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