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Omelet You Cook's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay/Design | #8 | 4.167 | 4.167 |
Overall | #10 | 3.917 | 3.917 |
Audio | #13 | 3.833 | 3.833 |
Fun | #18 | 3.750 | 3.750 |
Graphics | #20 | 3.917 | 3.917 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What would you like feedback on?
The gameplay design. What you like, what you'd like to see more of. What prevents or encourages you to keep playing and trying new strategies.
I'm developing this into a short roguelike game that I'll release on Steam. I would love to appeal to players who like highly replayable games such as Balatro/Luck Be a Landlord/Vampire Survivors so if that's you please tell me how I can make it appeal more to you!
What did you update?
More ingredients, a victory condition, better balancing, and some UX improvements.
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Comments
I liked playing this. It’s a novel idea, and it’s fun in its current state. It needs polish though.
It was not immediately obvious to me what was supposed to happen when I was prompted to select my initial ingredients. I only was able to figure that out through trial and error the first few times that I lost the game early. A small bit of explanation up front somewhere on what to do would be helpful.
I agree with other reviewers that having the inventory counts in the UI reduce as you are playing would be potentially useful for thinking about what is coming down the conveyor.
Is the game always winnable? I got to my 7th omelette in a row with all of the ingredients place on it, and I was around 20 points short of the goal. The difficulty felt OK to me but I am wondering if all starting states are actually winnable. You might want to make sure your roguelike card mechanics adjust for that, if they aren’t already.
Nice work.
Hi, I had a great time playing your game! Hope my feedback will be useful:
Good points:
Signs and feedback issues:
It is really hard to understand what the point of the game is. I had to play at least 8 different times before finally figuring out the concept of “different foods make you win or loose points when they touch each other”. It doesn’t seem to be an easy task but I think you need to rework the tutorial in some way.
It’s hard to know if I’m actually winning or loosing. The top left corner indicator isn’t really the most readable. You’d be wise to switch it for a progress bar. I usually look at the score (and objective) near the end of the round - because I was too busy trying to make an effective disposition on the omelet. And in these moments it’s kind of a rush. So it would feel more fair if the information was more readable at all times.
In the first 10-15 rounds, since the game is going quite fast, there’s often not a lot of time to read what each ingredient does when interacting with another one. It’s especially an issue when we’re talking about a new ingredient.
I thought of a solutions for this: it would be to slow the time down when the player has been hovering on an ingredient for about 0.5 seconds without grabbing it. This way, he would have more time to read. But it’s not a serious issue since each playing session is really short. So I don’t think it’s a big deal if you don’t “fix” it.
It took me about 20 minutes to figure out what the inventory was. If I were you I would turn it into a fridge (or rename it “the pantry” instead of “inventory”) and remove and ingredient from it every time it appears on the conveyor.
I only saw that there were linked objects after playing for an entire hour. It needs to be more obvious. Make the grey-brown of the buttons lighter when hovered and I guarantee that it will be 10 times easier to understand. (I know that the outline already turns yellow but it’s not visible enough)
UI issues:
To summarize, the game is already fun at it’s current state. You did a great job of balancing the different “pantry upgrades” as I like to call them. Though there is still quite a lot of work to do on the UI and the clarity of the game.
Have a great development journey, you’re on the right track!
// oh and I hate to ask for it but could you try out my game? I was really counting on this jam to get some feedback on the difficulty and the intuitiveness of the mechanics and I’m kinda low on reviews. I’d really appreciate it if you found the time - even after the jam, I don’t really care about the scores and ranks of the jam. It’s more about exchanging valuable feedback. Thanks for your time man, have a nice day ;)
Every round I played quickly escalated from careful placement to utter chaos!
this is as far as I got:
Liked the idea of free placement(and collisions) of ingredients and that smooth jazz for BGM.
What I prevents me from playing more - only skill issues!
What you'd like to see more - non food items like wrench.
Like, for me, the number of ingredients already grows too fast, so it would be cool for a conveyor to bring something that's not going into omelet) For example, a spider (that you can't touch) and a glass you need to place on a spider or something ridiculous like that)
Overall, nicely executed game!
Not my usual cup of tea, tbh, but it was fun for a while.
This is quite the eggCeptional setup. The difficulty gives me the vibes of the old scene where Lucy and her friend were on the line at the chocolate factory and couldn't keep up. The difficulty does seem relatively high even for the first level, but if this was by design then it was great.
I wasn’t too sure what to expect that I failed immediately! The following attempts were far better though. I liked how in between some rounds the items were linked. I was also unsure on picking up the wrench because I thought “oh man that’s a lot of negatives” and it wasn’t until I got egg shells that I realized “wait, I can just remove them!”. This was great with all the interlocking mechanics. Sometimes the luck of the draw gets you an underperforming build (or it’s just me underperforming) but I thought it was mostly in your control. I think this would be great for a tablet or phone. Awesome job!
This game is egg-ceptional ;)
I truly loved it and it's one of the very few games I've had a few attempts at.
I had 3 playthroughs and really enjoyed the gameplay loop.
The thing that stopped me playing again and trying new strategies was probably that it got a little bit samey.
The placement mechanic of each veg/meat is very similar, the omelette is the same every time (unless it gets a bit bigger/smaller).
My strategy was to avoid negatives and always go for synergy as much as possible.
Also I didn't understand the coconut "per any on omelette" and because it's a rogue-like I couldn't really afford to take it and test it when I could just pick tomatoes.
I would look at ways to add to that core gameplay loop that will keep it more engaging. That might mean slowing down the conveyor and giving a new player more time.
Happy to talk you through my thought process as I play if you think it would help?
Let me know or you can add me on discord aegis_sbs
Cheers
Aegis 🛡
This was a fun idea! An omelet-station deckbuilder is clever and the sound design was great!
The rounds themselves felt a little static. There's not enough randomness - the rounds are mostly the same as the one before it. It also makes it difficult to keep up with the increasing score thresholds. I was fine through round 3, but after that, I had a hard time getting enough points to move along unless I got lucky with the ingredients.
It would be great to have a background of some kind - even just a stainless-steel commercial kitchen counter would add a lot of atmosphere to the game.
very good game idea, it was really fun playing!
Really good game, i already played it in the gmtk jam. Seen pretty good improvements, good job!
I liked the game. It intuitive how to play it. It consist of crating dishes as if you worked in the kitchen of a restaurant. The music and sounds are good and are synchronised. The graphics and UI elements are also very well organized. The game flow is consistent and it is easy to understand what is happening.
A fun gameplay loop with some nice visuals. As I was getting to the later levels I was spending less time worrying about what I was putting on that plate and just making sure that I got as much on the plate before it slid off the conveyor belt. If you wanted to add another way of boosting your points like adding upgrades cards that would show up at the borrow of your screen it would force the player into using more strategy rather than just trying to stuff as much on as possible. The upgrade cards could show how to obtain extra points like rewarding 50 points if the player has three peppers on the omelet and they are all touching. You could also have one for having bacon sandwiched between two peppers. Either way this is just a suggestion so take it with a grain of salt. Good work!
It's really good. Seems easy but it's not. Also looks nice.
It's interesting to select improvements and getting more ingredients.
I didn't get why ingredients matter until I tried second and third start ingredients, probably it'd be cool to have the first option a bit challenging too.
It already looks pretty completed. Probably it would be cool to have some long progression, like more different levels to beat with some strange conditions (but it's already cool as it is).
Good job!