The pixel art is seriously top-notch. Amazing work!! Love the tutorial illustrations too
Play game
Helter Smelter's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #6 | 4.559 | 4.559 |
Graphics | #6 | 4.576 | 4.576 |
Overall | #23 | 3.673 | 3.673 |
Audio | #23 | 3.627 | 3.627 |
Accessibility | #26 | 3.254 | 3.254 |
Fun | #49 | 3.356 | 3.356 |
Controls | #49 | 3.424 | 3.424 |
Originality | #96 | 2.915 | 2.915 |
Ranked from 59 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.2.2
Wildcards Used
n/a
Game Description
A Blacksmith forging game in an overcooked style genre
How does your game tie into the theme?
A blacksmith forges all the unique weapons that his customers desire
Source(s)
https://www.github.com/unseenfaith/godotgamejam
Discord Username(s)
blobeeblob, bea_, nv__fp, junpeixix, ki_t_
Participation Level (GWJ Only)
1
Comments
Great game and great implementation! Having it so that the levels could be passed while doing "poorly" and instead awarding players with a better score (3 out of 3 hammers) when they are doing well was a great idea!
I.. actually learned something about blacksmithing from this? Such a cool concept and execution of simple core mechanics. Excellent work.
Only thing I would've liked to be able to do is put down an item somewhere for later use if I made the wrong thing, just in case it came up in the queue. Otherwise it can feel somewhat difficult to keep up with the orders.
I was surprised how intuitive it was to figure out how everything worked though, even as the levels progressed.
Beautiful combo of art, sound, and design. Well done!
Hopefully you didn't learn that diamond is melted into forgeable material, that was artistic license :D :D
Stashing things on the counter was definitely something we wanted to add but had to cut at the end. We tried to compensate by setting point-limits low to allow for some things falling through the cracks while letting people progress. Having a low skill floor and high ceiling felt important.
Thanks for playing, glad you enjoyed it!
Nice job! Had to restart a couple times to get the controls. I appreciate you sharing the source code.
Ahhh. To blob's credit the suggestion was definitely made to put the glowing item in the order queue and I was concerned it would be too distracting. I guess we should have at least tried it and IDK why but using a single frame of that animation didn't even cross my mind until this comment.
Thanks for the feedback!
I left a comment saying this on the main page, this is just so well done! The team did a great job. Nice work everyone. There were some control issues, some isometric hiccups, and the pacing of orders coming in. Those could be smoothed over and balanced if you were to polish this game out, as I think it has some future if the team chose to pursue it!
Great work!
Thank you for the comments! Yeah, the isometric style is very finicky and there isn't too much in terms of information/examples of how people do things, so we basically had to wing it. That said I do think it still came out nicely despite its hiccups, and if we were to continue it I think some of the issues we had could be trivialized by not using the tilemap for important blocks
Yea that makes sense. I haven’t actually tried using Godot’s Tilemap for isometric yet. I’ve rolled my own in previous engines and it’s a fair bit of work, just getting the math all figured out alone was tedious. Going with a 2D in 3D would probably be best and provide a unique visual flair as well.
I think I'm doing something wrong as I can't seem to deliver my item! I thought I move to the racks on the right and press [E] but it just plays a sound and rejects?
Hey there, it sounds like you are not quenching your item before taking it to the delivery rack. After finishing an item, you need to bathe it in oils in one of the tubs around the map to quench it and "finish" it. You'll know it's finished when there's a sparkly animation on the item. Let me know if that does not fix your issue.
Right played it again now I know how to do it right, yes the game works well, the areas are laid out well for manoeuvring around and getting work done and the difficulty is well paced to keep you busy but without being too much at the start. The browser version is causing weird restarts occasionally on Safari but that's likely a Safari issue rather than anything else.
Nice little game, Well done!
The art and credits page are really well made. Gameplay is fun. Music is good. I recommend a button toggle to pause and see the recipes.
Extremely charming pixel art. The animations add such a nice touch (I love the little slime guy!) It gives the whole game a very chill vibe, which is an interesting contrast with the "stress" of having to deliver items on time.
This game is so cute and well made. The tutorial sheets and menus are so full of personality and do a great job, and the game itself had a great mixture of stations that required me to be there and stations that were solely time based.
The game is fun, has great art, the isometric perspective is well implemented, game mechanics are good.
Perhaps using the mouse to move the character would be better, but I'm not sure.
I guess that the only thing that I could add, that I haven't seen in other comments, are the tutorials. These drawings are awesome and self-explanatory, I put a lot of value in these details!
Great job!
Thanks for the feedback. I agree that mouse movement would probably be better and would trivialize a lot of the ray casting or other collisions we had to use to get 8-direction movement working. That being said, I think normal movement with a controller or keyboard has a little bit of charm to it as well. Maybe there's a world where combining both would work and still leave it feeling unique enough.
Heyo! Thanks for the comments <3
My house has a "problem" with overcooked style games and ended up talking about what mouse-interaction would be like over the course of the jam. Our consensus is that it'd be interesting but dramatically change the "feel." We find that a large part of the challenge for these is the frantic pathing and trying to target correctly under duress. Switching to (presumably) an efficient path from point a to b removes that bit of the challenge somewhat and so you end up relying increasingly on the question of action order efficiency. In effect I think you'd see a slightly lower skill floor (imo good) but also a dramatically lower skill ceiling (imo bad) so existing mechanics would have to change in some other way.
Not sure how but I'm excited to see if somebody does take that route.
Great game! Good job having 2 different stations that don't require you to be there, to work on other things temporarily- solid balance there. Also, in level 2, I'm pretty sure I had 3 blue recipes lined up, and when I turned one in it took the most recent one as complete, not the one that had been sitting there at the top? (I could be wrong on that, as it's hard to tell since the recipes jump instead of sliding up)
It's cool to see all the different ways teams created an overcooked-style game. Also "will pay in experience" killed me hahaha
Thanks for the feedback! Yeah, we were considering removing the requirement at being at the anvil as well but ultimately decided to keep it as we had originally planned. There might be room to remove that one as well and solely focus the difficulty on the speed of the actions rather than whether or not the user has enough time to complete it.
I'm sorry to hear that you had an issue with the delivery system not working. That is pretty weird, it's intended that if you have two of the same items on the queue that it takes the one that was added first/has the least amount of time left. I think it's plausible that maybe it looked like it took the wrong one since there's no clear animation of the orders filling in the empty space where they can. I definitely think having some sort of animation there would make its clarity better.
Really impressive! The art and music are incredible and I loved the little credits sequence lol XD Heads up, the spacebar control didn't seem to work for me (played in browser on a Mac) Great work overall!
Very stressful in a good way! It's fun zapping around trying to meet the timers. The visual are amazing, but the weapon icons on the UI were a little blurry. It's probably just a minor import configuration thing. The audio was also great. Very complete game overall and the ending was funny. Congratulations!
Well I certainly know which of the two Helter Smelter's submitted is better looking. Absolutely gorgeous art, and fun game!
Small piece of feedback, might be helpful to have a button or station that shows the steps for each item again. Sometimes I would get them mixed up and even if it costs time it would be good to be able to look again
That's so funny that we chose the same name. Our team was actually tracking the work of yours since it seemed very similar early on and we were very pleased with the minigame system you implemented for the anvils, we thought it might be cool to have something similar, but we scrapped it in favor of a more simplistic approach. We're both unique in our own little way.
Thanks for the feedback. I agree that it would have a good idea. We were pinched for time but it would probably work very well on the pause menu, so we'll take that into consideration if we work on this any further.
I actually got the idea for the name from a friend of mine, so can't take credit for it haha. I honestly think you made the right call for scrapping the anvil minigame, it fits the way you're juggling the different stations in your game a bit better
And yea, it always comes down to time in game jams, and its not a major issue. But I think your game has real potential, so figured I'd leave a comment in case you all are going to continue developing it
Fun game and the art work is wonderful! bit of a bug in the second level where I couldn't set down completed items on the rack
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