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Burger Zogotep's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #887 | 3.600 | 3.600 |
Overall | #1573 | 3.100 | 3.100 |
Fun | #1645 | 2.950 | 2.950 |
Presentation | #1971 | 3.050 | 3.050 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
The enemies are out of control due to a beer sale
Did your team create the art for this game during the 48 hour time slot?
Yes
We created all art during the game jam
Did your team create the audio for this game during the 48 hour time slot?
Yes
We created all audio during the game jam
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Comments
At first when I saw the cutscene I thought the game froze, but then it switched to the shot of the other guy's face and I started laughing. This game looks really weird but that's great! (kind of like hylics) and it reminds me of some of those roblox games. I found it to be a lot of fun :D
Thanks a lot for playing! I'm having a good time checking all these fun little games you guys used as comparison hehehe
If you want to check my main inspiration for the overall theme, it's probably going to be Garage: Bad Dream Adventure (in Japanese)! I'm happy you found it worth playing ;D
What a wierd Art direction ! :D Loved it !
Thanks for playing! :)
I really enjoyed the cutscene. I felt it had an interesting pseudo-horror, pseudo-parody appeal. Kind of reminded me a bit of moments from Paratopic. I found the game itself to be just too glitchy to really enjoy. It seemed I kept building speed until I would jump right over the finish and into oblivion. Walls and some steeper slopes felt like suggestions, and I clipped through the ground on multiple occasions. The way that the things you had to dodge would constantly spawn right in front of you at the start without warning was frustrating, and the fact that it took you back so far was unnecessarily punishing. I think there's potential, particularly with the aesthetic, but the gameplay just wasn't fun for me.
Thanks for the honest feedback! Going back at the start of the level (and loosing 1 level of difficulty) was a choice made to counterbalance the overall difficulty of the game (it's already really short and each level can be beaten in less than 30 seconds so I wouldn't call it 'punishing' but I get your point). As for the glitches, I'll try my best to fix those post-jam!
Thanks for playing :D
Very funny premise :)
Thank you for playing!
Haha great sense of humour. The game lagged a bit for me, but I liked what I saw. I didn't expect a cut scene either xD. The only downside was speed for me, I think the character moves too slowly and when I die going all the way back was frustrating. Cool job, though!
Thanks for the kind comment! You can gain speed by going down ramps, using the shift key at difficulty 1 or the space key at difficulty 2.
The game may lag a bit in fullscreen, I didn't take the time to optimize it a lot, sadly.
Yes, I understand. Great game, nonetheless!
Didn't expect to see any cut scenes at all, so I liked that you had a opening cut scene to give context. The movement was a bit weird at first, but I found it fun to try and get as much speed as possible level by level, turns out you can gain alot of speed as I clipped through the front store by going to fast. I found it super enjoyable tho, hitting that speed wasnt super easy, you have to slide off the side of a up ramp an make sure you never hit anything with the side of your chair. Great work, I will say I didnt realize that dying put you back a level until a bit in, so it might have been good to show the level went back, maybe with a popup by the level counter or maybe by having each difficulty have a slight color difference.
overall Good work!
Thanks for playing and the nice feedback! I'll try to implement a camera animation to show the level being rewinded!
Great game!
Thanks for playing!
i loved the weird aesthetic. didn't run at full speed in fullscreen, but in a smaller window it worked fine :) couldn't get very far but interesting idea!
Thanks for the feedback!
The game was 'optimized' to run at a 1024 by 768 res, but I didn't take the time to actually limit the resolution to that (which led to visual glitches I forgot to fix, like the heart UI element acting weird on other resolutions).
It starts little creepy, but I like it, the only thing I didn't know what to do at first, but nice work.
Aw, I thought the little introduction would've made it simple enough, but I'll try to improve on the UX as much as I can once the Evaluations are over! Thanks for the feedback!
Reminded me of Oddworld - the whole character design and work aspect.
And I'd say thematically, the whole situation shows the poor main character having a life entirely out of control, forced to handle such a job! Which made some of the confusing navigation (at least to me!) also fitting.
Thank you for the kind word! The game's actually heavily inspired by Garage: Bad Dream Adventure if you want to see another game sharing an equally weird/confusing atmosphere!
Quite bizarre, but oh well. The animations were cool though;)
To anyone playing this: I don't know how to exit the bar, but I just went to the screen near the burger stand and it seemed to work?...
Thanks for the nice comment, it means a lot! :D
Yeah, the player character is supposed to go behind the bar to work (though you can glitch through it by going down a bit).