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Chef's Kiss's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #12 | 3.906 | 3.906 |
Graphics | #20 | 4.000 | 4.000 |
Overall | #22 | 3.679 | 3.679 |
Accessibility | #29 | 3.219 | 3.219 |
Controls | #29 | 3.625 | 3.625 |
Fun | #34 | 3.594 | 3.594 |
Originality | #36 | 3.781 | 3.781 |
Theme | #62 | 3.625 | 3.625 |
Ranked from 32 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.2.1
Wildcards Used
All 3 - See Page Description!
Game Description
A misadventure in the kitchen causes unspeakable Lovecraftian mayhem! Turn to your trusty oven to forge weapons and gadgets to salvage the situation! Kill enemies, collect resources, and forge more weapons!
How does your game tie into the theme?
"Cook" weapons and gadgets from food materials to restore order in your kitchen!
Source(s)
No
Discord Username(s)
passivistefforts, solonnnka, noitcani
Participation Level (GWJ Only)
2
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Comments
Really great job, and loved the little game over song! Overall game was fun, and I enjoyed the enemy variety a lot! One note I have is it didn't seem like there was much to the chef weapon crafting mechanic. As far as I could tell weapons didn't really have durability like the turrets? Might've been worth including an ammo or chef weapon durability to incentivize players to create more chef weapons - could've led to some interesting choices between making new turrets or getting a primary weapon. Great submission!
Thank you so much! There is indeed no durability or anything to the chef's weapon. Went back and forth on crafting/ammo costs for a bit but ultimately with the overall difficulty in mind we left it here for the jam. Definitely something that could be expanded upon! Really enjoyed your game too, thanks again for your kind words and feedback!
Fun game, liked the idea and the intro with the lore and art was cool. Once you place many turrets you are practically a god, I think this game would benefit with some strategy involved so I had to think what buildings are better to buy. Overall good job!
Thank you very much for playing! Once you get going the turrets do indeed pretty much take over for you, could be expanded for sure if we ever head back to this kitchen :) Thanks again!
Fun gameplay with good art and music.
Excellent story telling and game worked fine. I did not find any bugs except I played on web version and sometimes it lagged.
I would like to play levels of this game with different enemies and progression for weapon unlocks with different recipes. Game makes me remember the good old days of plants vs zombies.
Thanks for playing Lyon! More enemies would indeed be more fun! We had fun coming up with these few already, and can definitely see ourselves making more with additional food types!
Really fun game, one small issue was that on browser, the game would freeze for a second every time a new enemy spawned
Thanks for playing Icefox! You're right, the game does stutter on enemy spawn! Will definitely aim for a more optimized spawn code the next time round!
This game was amazing, and aside from the lag experienced when I played on browser, this was a stellar entry! I loved the sound effects, and I loved the core gameplay loop. The game was scoped really well, but maybe some additional UX/controls for PC/keyboard would be nice. Like for example, having to a key to press instead of a button on the screen to open and close the forge every time would have gone a long way (if there wasn't one already). Great job team.
Thanks for playing Sevadusk! You're absolutely right! Hotkeys would definitely be a thing we should add. The idea of a button to open the menu is very good. Should have thought of that!
Whacky and fun! This wasn't at all what I expected, but it was solid! Animations were hellish and awesome, and the music was very nice too. Nice job team!
Thanks for playing gamma!! Glad you liked the game! Yea the name doesn't really telegraph that its a shooter haha ;D
Solid little game! Fun intro comic, and I thought the idea of “Forging” your weapon through food was pretty cool! That little song when you die is also really fun!
One thought I had was, I’m not entirely sold on the turrets. They don’t really seem to be that much more powerful than the hand held version, and the turrets are very quickly brought down. Given the “cost” to build them, I feel they should have either hit harder, or lasted a bit longer.
I also think there was an issue with firing weapons when against a wall. There was a point I noticed I wasn’t firing anything while I was strafing against a wall. I think the issue might have been that, the placement of the bullet, when it spawned, put its hitbox right against the wall’s collision area and, so, the bullet immediately despawned because it thought it hit the wall. Maybe this could be fixed by spawning the bullets a little ahead of the player in the direction they were pointing.
I also noticed that there was no (visible) wall on the right side of the play area. It didn’t effect the game, really, but it had that “invisible wall” feel, where it looked like there was more space that I was being artificially blocked from running towards.
I thought this was a great game and, again, I really dug that death song!! If you’re interested, I played this game during a stream
Many thanks in order here obsidian. For playing, for streaming, and for the deep, candid, insightful feedback!
Agree with you on the turrets! There were plans to provide for upgrading them (like towers in typical tower def games, but it was beyond our manageable scope this game. We also faced dilemma with how to "scale" the game, and went with the easiest way out (increasing the qty of mobs). Some of our initial ideas included increasing health and dmg of the mobs, while providing the opportunity for player to "spend" resources at each wave completion to buy upgrades to counterbalance the difficulty increase.
Good catch on the weapons near the wall! You rightly mentioned that it was a problem with collision Area2D. Will definitely try the leading spawn tip the next time we have projectiles!
We wanted to give a infinite room feel, as the enemies can sometimes spawn far away enough that they might be outside of a wall, but a visual marker of the wall limit would indeed be better. Maybe even a line will help.
Definitely will be checking out the recorded stream, and please continue your good work of streaming and helping games improve!