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A jam submission

Sal’s Sublime SundaeView game page

Explore a new world to find the ingredients to your masterpiece
Submitted by Rusty Bailey (@rustylbailey), SavestateCorrupted (@savestate_crptd), Juka, SomeFarang (@SomeFarang) — 18 hours, 53 minutes before the deadline
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Sal’s Sublime Sundae's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#23.9823.982
Enjoyement#24.0004.000
Graphics#24.2734.273
Gameplay#23.9093.909
Audio#34.1824.182
Story#33.5453.545

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine
Unity

Team/Developer
Team Chefroidvania

Reference info
Tsuyoi Momonga#6719

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Comments

Submitted(+1)

Wow this is a really well put together game/experience!  I think everything looks/feels/sounds polished.

Story: fairly light but kudos on incorporating the theme :)  It's funny to imagine that Sal has to head into the jungle to fetch ingredients for each customer.

Gameplay: In general no major complaints here.  Treat most of the following as minor observations.

Sometimes it felt like there were no good options in some situations, making it a bit frustrating, but maybe those were situations that I got myself into :)  

It was sometimes frustrating that I couldn't place the pan down where I wanted to. Seemed like I could only do it from standstill, or the height of my jump. Sometimes I wanted to place it at half the jump height but it didn't work.

I really loved the knife/wall jump. That was pretty fun. However I kept wishing for a way to just 'drop' from the wall straight down. seemed like I always had to jump off which made a couple situations awkward. 

The hammer didn't feel as useful as the other two items.  It just seemed like the end-game way to reach the final ingredient. Sure, I could also get a few other tomatoes, but by that point I seemed pretty OP.   I like the fact that the game is pretty non-violent, but a part of me wanted to be able to attack the enemies. Maybe the hammer could scare them away instead of hurt them?

Graphics: Really great job here. Everything looked sharply defined and it all fit together. The multiple zones were distinct and looked great. Nothing stood out and everything looked great together. 

Audio: I think the audio was fantastic. Multiple music tracks along with all the right SFX really enhanced the playing experience. fantastic job!

Enjoyment: I think this is probably my favorite game in the jam :) everything about it is very well done and at the same level. I think it's a bit on the 'easy' side due to the infinite lives and generous auto-save, but for a jam game I've found that generally making the game a bit easier makes it a lot more enjoyable to maximize the number of people who are able to fully experience it. very well done!

Developer

Lots of really good feedback! Thanks and it means a lot that this was your favorite of the jam. It’s funny that you thought it was easy, because we’ve gotten the opposite feedback too. Either way, this is a lot of good stuff to carry forward into our next game. 

Submitted(+1)

Hi, I finished Sal's Sundae & wanted give my feedback. I wrote done some criticisms, but nothing here means I thought the game was bad, I just wrote down all the thoughts I had while playing.


First of all, the graphics and atmosphere were fantastic and incredibly well polished. You did a great job with the food theme too, really making the game revolve around food. One minor thing I liked, it was really cool how the background changed color at the same time the music changed when entering a new zone.

It was great to see so many features that I didn't expect to see in a game jam version, like auto-save and pausing. It was very nice to have both of things implemented while I was playing. I always like to see the character get healed when they pick up a health upgrade, so that was nice too.

The gameplay was fun. The jump worked great for me and the pan was really fun to use. I do have one thing I'd like to see different about the pan - it would be nice if it automatically came back when it's far away from the character, because it takes a long time for it to come back if you forget about it & recall it from far away.

As for criticisms, there is one major one. There were way too many projectiles on screen at the same time in some parts. Unfortunately the worst of it was at the beginning, when the player is still getting used to the controls. I would ease way up on that. It's very easy to underestimate how hard that is to deal with, but even 2 projectiles coming from different places at once can be extremely hard to dodge, and 3 or more is almost impossible for anyone but hardcore players. It's also easy to miss when you placed the enemies yourself & end up playing through the level multiple times. It's always good to err on the side of making the game too easy rather than end up with parts that are almost impossible for your players.

There was another issue that might have just been overlooked - the player loses control of the character when collecting a powerup to show an animation and message, but the enemies and projectiles are still active, and the hero can still be hit and damaged while you can't control him. A bee got a free hit on me at one point, but fortunately the powerup I had picked up was a tomato & my health was full when I took damage. I would suggest either pausing the whole game, or making the player invicible during the message, plus giving them temporary invincibility after (the same as if they'd just been hit).

It would be nice to be able to jump down through the jump-thru platforms. No big deal, and I can imagine it might have been cut because of time limitations and not on purpose, but it would feel a lot of better for the player if you could do that.

It would also be good to give some indication of how to use the powerups when you get them. Even if it's something subtle, like marks in the wall that make it look like someone else climbed it with a knife. A short animation of the chef using the powerup would be great too, to leave no doubts for the player.

It was fun to play & I was very impressed with the style. Good luck with it in the future!

Developer(+1)

Thanks for all the feedback! Some of this was simply cut for time, while other stuff we hadn’t even considered. I’m glad you enjoyed it and really appreciate you taking all these notes while playing. 

Submitted

I really like the aesthetic and sense of humor in this game.  Graphic and music/sfx are very well done. Everything feels very polished right from the start and stayed consistently polished . I'm terrible at platformer so I couldn't finish the game, but I can tell there's a lot of care and details in the level designs and tool upgrades. The auto save is a great feature! If you ever decide to work on making the game more accessible to more of us not as good at platforming, maybe consider bringing the player back at a safer spot (a projectile free zone) after they have lose all their tomatoes.  It would give those of us not as great at jumping a chance to collect our thoughts rather than continue to jump poorly. 

Overall a very visual and sound pleasing game with really interesting tool mechanic. excellent work!

Developer

That's some great feedback. It's so tough to judge the difficulty of your own game, especially when you begin to memorize the patterns as you're making it. I tried to make every save point a safe area, but I think I messed up on one or two of them. :/

Thanks a lot for playing and I'm glad you liked our game. :D

HostSubmitted(+1)

Now that's a weird sundae...

Great game really. I played it completely. Art and sound were amazing. I had Overcooked vibes from the song that plays in your restaurant. Graphics were very well polished, they gave a nive atmosphere. Gameplay was good too, but like Chubbs mentionned, it could benefit from upgrade explanations as well as better character movement. The story was funny and weird, you don't think about making a sundae with an hamburger in it at first. Very enjoyable game, great work!

Developer

Thanks for all the feedback! We definitely intended the story to be silly. Glad you enjoyed it. :)

Submitted (1 edit) (+1)

This game felt more chill and I could relax a little more. After awhile I was also able to appreciate the approach where there wasnt any combat and I could focus on the intriguing platforming challenges. The idea of the pan was a unique upgrade to platformers so that was pretty nice.
Really loved the scene transitions and the music too, I felt that they complemented the relaxing atmosphere the game game off (other than the monkeys :p)
One thing I just felt could be tweaked slightly would be the the "instant" stopping of the character when he stops/lands from a jump, it did make him feel slightly rigid, but nothing game breaking that ruined the experience.
Another thing could be a brief explanation on how to use the upgrades. I thought the pan could only be thrown when  you touch it at first, not knowing that you could retrieve it back.
Overall a great game that allowed me to appreciate a bit more on the platforming side of metroidvanias!

Developer

Thanks for the feedback. We definitely wanted to fit in some kind of prompt to show you how to use the upgrades, but just didn't have the time. I'm so glad you enjoyed the platforming challenges and the chill nature of the game.

Submitted(+1)

great sfx and music, also dig the visual storytelling and style

Developer

I'm glad you enjoyed it!

Submitted

Fun game! I think the upgrades were well thought out and the level design was pretty good too. Projectiles were a bit too small to be seen clearly sometimes, also personally I would have liked to be able to jump with W and the up arrow key too. Overall though, a really good entry.

Developer

I’m glad you liked it and I appreciate the feedback. I’m not primarily a keyboard player, so I feel like a learn with each jam how people prefer to play certain genres on keyboard.