The idea of a store conveyor for the limitation is a fun usage of the limitation, and the presentation is super well done. The gameplay is overall fun, very fast paced and hectic, but it does get a bit frustrating when items are going so fast they're hard to pick up, and spinning is a bit slow at times. But when it does work, it works very well. Also, the very polished menu and game page were super nice touches.
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Team members
j28.14 - Godot guy, murlaking - Godot guy2, Anton Tsepov (Dwantin)- 3d/materials, Zwieback - ui and textures
Software used
Godot, Photoshop, Blender, Substance Designer, Figma, Ableton Live
Use of the limitation
Conveyor belt is constantly moving
Cookies eaten
approximately 30 (by all team members combined)
Comments
Плюсы
- есть скриншоты
- это игра
- автор старался
Минусы
- мне лень играть
- стиль графики
- автор съел мало печенья
- у меня мало комментариев и люди не смотря описания говорят что моя игра не работает
Итог
ставлю 4 за все
Really neat concept, love the art style. Game was fun once I figured out how to play but had some problems with the accuracy of the mouse picking, which made it frustrating sometimes. Nice work!
Survived 190s, it was all fairly manageable until the belt went INSANE at idk 150s lol, great job!
Mechanics and the concept work very well together and the game is just straight up hilarious. Has nothing to do with gravity though but still a very fun concept.
I made it to 217 second but then it jumped from fairly difficult to completely insane. I like the simple control scheme but they can feel a bit clunky at times, especially since there's no full-screen option which leads to annoying behaviour when you drag the mouse outside of the window while trying to rotate things. The hitboxes on some of the smaller items make them feel like it takes more luck than skill to grab them when the belt really picks up speed. All that said, I still had a lot of fun and I could see this being great if you can smooth out some of the rough edges.
We decided to make a jump to insane difficulty just as a cutoff point, so people wouldn't get bored (since there is really not much complexity in the game). And also because clicking on a smaller objects was kinda frustrating at a faster speeds and we didn't really had anytime to fix hitbox issues. Thanks for the feedback!
It’s a funny game. It’s quite complicated and therefore fascinating.
The mechanics are straightforward and work well. With more product variety and a few added features, it could become an even more engaging game.
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