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A jam submission

Hot Potato!View game page

One Click. One Second. One Potato.
Submitted by tomatoast (@CallOfBoba), Larky, atrus159 — 4 hours, 52 minutes before the deadline
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Hot Potato!'s itch.io page

Results

CriteriaRankScore*Raw Score
Originality#9443.4664.143
Overall#11673.1873.810
Design#11792.8693.429
Adherence to the Theme#12793.2273.857

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

Very nice concept, if fits the theme well. The music was "goofy" and that fits the game too! The artstyle is charming, and the dying animations are EYE CANDY. The game is a little bit too trial-and-error (as @picross said) but I don't think that's a problem, because when we die we can quickly restart the level. What I don't really enjoy in this game is sometimes the level design, when the correct path to win the level involves passing by the enemy so close that is hard to get right.

Good job, developers!

Developer(+1)

Thanks for the feedback! Graphic is indeed really pretty thanks to Lop! We will definately work on the level design in the future.

Submitted(+1)

Cool little game, the last world is really hard! Seemed a little too trial-and-error-y sometimes, but idk how you could solve that. Good work!

Developer(+1)

Thanks for playing and leaving feedbacks! Even I could not even finish the levels for the last world XD

Submitted(+2)

You've got the nice visuals down, mostly. There's parts of the concept that are nice too.

That said, the practice mode/group mode distinction is totally pointless. There'd be no difference in challenge if the player could just play one level at a time to unlock more levels, and it'd be more considerate of your players that way. Some players do have lives to get back to. 

Further, the requirement to immediately start aiming once a retry begins regardless of where the mouse was before is infuriating, and the design of most of your levels is so fiddly that half the time the aim indicator is wrong anyway. This is only made worse by the enemies so often just making the range that will succeeded unnecessarily narrow.  If you really had to use the "one second" limit, it'd have worked better to give the player only 1 second to see the indicator, but unlimited time to just look at the level and figure out what they're going to do.

Aside from that, the crystals look like background rather than anything important.

Developer

Thanks for the feedback!Really appreciate it! :D

(+2)

GREAT ONE!!!!! Looking forward to your future games

Developer

Thanks! YOu Hot POtato!

(+2)

Keep it up!!

Developer

Thanks! You hot potato!