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Diet Check (please read instructions)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #823 | 3.641 | 3.641 |
Overall | #969 | 3.359 | 3.359 |
Fun | #1011 | 3.231 | 3.231 |
Presentation | #1206 | 3.436 | 3.436 |
Ranked from 39 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 character tries to eat unhealthy food, you cannot control her desires, but you can block her path to make her choose healthy food.
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?
No
We used pre-existing audio
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Comments
interesting mechanic. its a puzzle game, but it doesnt give you time to think so you have to make real time decisions and repeat. kinda like hitman and he art of repetition. great game!
A puzzle game that forces you to make real-time decisions is a really tough thing to pull off. They usually fall into three categories:
(1) one where the player can adapt to the changing situation at hand (which usually means making the puzzle turn based so that they have time to plan ahead)
(2) one where the player can 'program' the movements in advance so that it's not a test of reflex, only planning
(3) a compact solution where the player can mentally plan out all of the physical actions and then be left to execute on them (puzzle platformers)
To that end, as the solutions got bigger they shifted from #1 --> #3, and what was reasonable to figure out in real-time ended up feeling like trial and error later.
Level design is really difficult during a jam, especially since you have a limited playtesting window, so it can be a real challenge to figure out when you've crossed the boundary for how much forward planning a human can (and wants to) do.
For me real-time puzzles are really engaging (and potentially even preferable), but I think your level design necessitated a 'pause' button.
Mechanically, you fit the theme really well. I did encounter pathfinding issues (I think maybe you weren't supposed to be able to place a wall over the food itself?), but they did not detract from the game itself.
I thought the story-book presentation was wonderful, even if the theme did not strike a chord with me personally.
There's a great kernel of a game in here and I'd be excited to see it expanded on.
Thanks for a long review :) yes, you weren't supposed to place blocks on the food, I left it to be fixed later as I was mostly fighting with the pathfinding issues, and there was simply not enough time after all :( I literally submitted the game 2 minutes before the deadline :P
But I'll sure work on everything you mentioned there, and will build more levels, you can follow me if you'd like to see how it goes :)
So I love the graphics and the feel of the game. The concept was really unique to me and highly enjoyable to play with once I figured it out. A tutorial or some explanations on the first level would really help eliminate some of the trial and error I went through. I didn't hear any audio, not sure if there was any or it didn't make the cut due to time. Also the download version was unplayable for me because most of the game screen was over the top of my display for some reason and I couldn't adjust it. Lots of potential here and I really enjoyed trying to beat my previous shortest path. Well done.
Oh wow, I'm so sad you couldn't hear any audio, I found a really cute and catchy tune for the game and recorded some funny sounds, people seemed to have really enjoyed them :)
I've noticed the screen size problems on some devices, I'll have to experiment a lot to find a configuration which works for everyone :)
I really enjoyed this game and I think it has a lot of potential. The timing aspect of it was interesting and I liked that you couldn't just block off the junk food since the lady would stop moving. One thing you could improve on is I feel like the levels "started" too fast. The lady would instantly move and sometimes the junk food was really close by. This didn't give me much time to observe the map and plan out my moves. A button to clear walls could also expand how levels worked and could also allow players to undo any misclicks.
Potentially good mechanic for a puzzle game, but it did feel like it didn't have any real difficulty to it. Because there was no downside to placing a block, the player can just place blockades wherever they feel like and basically just clear each level by racting to the updated path. I also feel like the time based aspect of the puzzles should either be emphasised more or removed completely (through a pause function or similar). Because in it's current state the timed aspect doesn't enhance the puzzles in any real way, so either I would like to see the time aspect either removed completely (with some clever level design to make up for it) or I would like to see puzzles that are only solvabe then using time to your advantage.
I also found a bug where you could place block ontop of foods (the bad ones) and the pathfinding wouldn't update making the player walk into the wall continously (until I placed a block on the character and it spazzed a bit and then started the level over again).
Nice puzzle game with potential.
I really enjoyed this, I wish there was more. I enjoyed that when you placed blocks was as important as where. However, some features you might want to add are an in game tutorial and automatically failing the level if you block off all the candy. In addition, you might want to prevent the placing of blocks directly on top of food or the player.
Its a neat little puzzle game, i really liked the idea of having to forge a path that would trick her into eating the healthy food. I would've liked to see more levels and it has a lot of potential. Great job!