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A jam submission

Foot CuisineView game page

A new Type of cuisine. Where you need to kick the ingredients for extra flavor
Submitted by ReallyOkeyFruit (@ReallyOkeyFruit) — 6 hours, 13 minutes before the deadline
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Foot Cuisine's itch.io page

Results

CriteriaRankScore*Raw Score
Concept#203.5383.538
Presentation#283.4623.462
Enjoyment#293.1543.154
Overall#303.3853.385
Use of the Limitation#403.3853.385

Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team members
Eduardo Barrancos A.K.A Really Okey Fruit

Software used
Godot as the game engine, Bfxr for sound effect, Aseprite for the art and Beepbox for the music

Use of the limitation
You can only use two buttons during the game (Left and Right of the Mouse)

Cookies eaten
2

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Comments

Submitted(+1)

Woah, this is actually really fun and I almost missed it! Great job, buddy!

Developer

Thank you very much for playing! I’m super glad you liked it!

Did you manage to get a highscore?

Submitted(+1)

I got like 8, it's not much, but I suck at computer games anyway!

Developer (1 edit)

Do not worry mate. Thank you so much for playing!!

Submitted(+1)

The animations are really cool, but it's pretty hard to understand that you need to right click to knock the ingredients.

Developer

Thank you so much for playing! Even after the instructions in the itch page? I had plans to implement a mini tutorial in the main screen just demonstrating the two buttons functionalities, but time didn’t let me.

Submitted(+1)

Very original idea and very well presented. Hard at first sight, then it was fun! Very good entry!

Developer

Thenk you very much for playing! Did you manage to get a highscore?

Submitted(+1)

This is a really fun game! I spent way too long trying to get a highscore and I managed to get up to 98 using the combo movement glitch. Its really simple to pick up but has a really high skill ceiling which I enjoy a ton.

Only thing I really disliked was that the music got very repetitive when trying to grind for a highscore.

Developer(+1)

Thank you so much! 98? Damn that’s really high. With the last build I think I only managed to reach 80 something. I’m super glad you managed to notice the glitch cough feature. Did you found it by playing?

Regarding the music. It was my first time producing and after a while of play testing I also started noticing the repetition, but as my first time I really wasn’t sure how to improve. I’ll just have to practice more, I guess. Do you have any suggestions? Would maybe increase the length of the music before it looping around help?

Submitted(+1)

I honestly only found it cause I saw you talking about it in here. Before that my strategy was to either go left or right once beside one of the goals and just mash the shoot button. Shooting things tends to preserve more momentum which can keep you bouncing longer.

For the music typically you want to make a song last for 2-3 minutes before looping. Probably even up to 5-7 if its the only track used for the game and you're going for a more ambient style. It looks like you've got an ostinato playing throughout the entire song which is nice(I tend to overuse them a bunch in my songs myself). Typically when you use an ostinato though you want to have a lot of things change about the song at different moments and take the focus away from it to make it seem like something completely new. As an example of this I've got one I the songs I composed for this jam: www.youtube.com/watch?v=7xr-gif00Ks. I've got a piano pattern playing in the background through the entire piece but it only takes the focus at different parts of the song and the rest of the time I've got something else playing to develop the piece. I've also got some slight variations on the ostinato to help it become less stale while still keeping the same general pattern. As an example of someone else using them like this, there's most of Toby Fox's songs. A good one where you can clearly hear it is bonetrousle: www.youtube.com/watch?v=AKAiUtWZ4xY

If you ever wanna talk about more things related to music feel free to message me

Developer(+1)

Wow, thank you for the advise! Regarding music I’m a complete beginner and have a tone to learn. For this jam I mostly bashed something together by random and ticked until it sounded something like game’s music.

After hearing the song you made I think I get your point. Your’s is almost several different styles of the same music spread out.

Music making is an art with a lot of depth in it and my understanding of it merely scratched the surface. But I’m trying to work, it isn’t much, but its honest work.

Thank you very much for the advise and guidance :D!

Submitted(+1)

I'm bad at football, but I can recognise that it's a great concept !

Developer

Thank you very much for trying! But was it fun while playing?

Submitted(+1)

It was !

Submitted(+1)

Really good, juicy fun. My high score was 17. I will say, I think the controls in the description are the wrong way around? (unless I misinterpreted) I love how forgiving the hitboxes are, that definitely adds to the fun and I think it was a great choice especially for a jam game. My only complaint would be that there didn't feel like there was any strategy to my decisions. Maybe if moving took up more stamina the further you traveled, so you were forced to be efficient with your moves?

Either way, great job!!

Developer(+1)

Firstly thank you so much for playing!! And I’m happy you had fun!

Secondly, you are RIGHT! They are wrong. My bad, I get pretty confused when it comes to right and left, thank you for letting me know.

Regarding the strategy. Moving doesn’t consume stamina, but it does reset your combo. If you score 3 foods and moved between each, you will score 3 points. But if you do it in a row you will have scored 6. So you can also try to knock foods into each other to increase the multiplier. Also, scoring increases your current velocity, so you can more easily travel between each food. There is also a tricky skill to master where, while in slow mo, you can change your trajectory and increase your speed without resetting the combo. So, in that split second, you have to decide if you want to move, to where and still manage to “kick” the food before you leave its radios.

Regarding the hit boxes. If they were too small the game just wasn’t fun, you would spend most of the time trying to get near the food and not scoring points. And its also so its easier to hit multiple ones before having to move again.

Sorry for the long comment XD. Again, thank you so much for the feed back! And had you noticed the “combo” like mechanic?

Submitted(+1)

Thanks for the detailed response! That's my bad, I did notice the combo mechanic, however, I didn't notice that moving removed it! That's a really cool way of doing it. I'll definitely adjust my rating. Well done on a successful submission!! :D

Developer(+1)

WoW, thank you very much! Sorry if I went into too much detail in my response XD.

Submitted(+1)

No of course not! Great job on your game, and if you get the chance please give mine a go, too! (it's very short and can be played in browser)

Developer (1 edit) (+1)

You betcha, after dinner I plan to play a few more yours included :D

And thanks once again!

Submitted(+1)

This was a really fun concept that was really well executed! I only wish it lasted a little longer. Maybe you could add in some kind of lose condition so you can keep going until you fail?  Great job all around!

Developer(+2)

Thank you very much for playing! Happy that you had fun.

As “Manbo” said in an earlier comment, increasing the time each time you score would be a good add-on so good players could manage to stay in play for a long time.

What do you think?

Submitted(+1)

Oh yeah, I think that's a great idea! You could make it so as your score got higher you got less additional time from scoring, as long as it grants a certain minimum amount of time you could keep going till you fumble!

Developer (1 edit) (+1)

Yeah, something like it. After the jam I want to polish a little bit further and thats something I’ll definitely take into consideration! Thanks.

Submitted (1 edit) (+2)

Interesting take on the limitation here! I had initially forgotten you can move the chef, so my first couple of plays were ho-hum. I think the time limit is a bit of a hindrance though - perhaps each successful shot should add time or something. Keep it up!

Developer (1 edit) (+1)

Thats a great idea. Scoring increases your current speed depending on your combo to promote a fast paced kind of game where you try to maneuver between foods to keep a high combo.

Thank you so much for the feedback, I’ll definitely take it into consideration after the jam has ended.

Did you manage to reach a highscore?

Submitted(+1)

Looks like my highest score was 26!

Developer(+1)

Wow, thats pretty awesome.

There is a bug, that I ended up leaving in, in which if you move while in slow mo, inside the food range, your combo doesn’t drop, so you can hop from food to food maintaining the same combo.

It’s pretty hard to master, but if you get the hang of it you can reach super highscores.

Submitted(+1)

Sounds like a bug that becomes a hidden secret for dedicated players! That's pretty cool!

Developer (1 edit) (+1)

Exactly. Before fixing it I tried to increase my combo almost indefinitely and then realized it was super fun playing like that. So, as we all do, scratches bug, writes down feature XD