A cute and creative take on the theme. Gameplay is smooth and fun. Easy to play, hard to master !
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Coconut Chocolate Bar Bonanza's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #5 | 3.778 | 3.778 |
Adherence to Theme | #8 | 3.556 | 3.556 |
Design | #10 | 3.407 | 3.407 |
Ranked from 27 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
I also wanted to use Bounty bars for the theme (knowing it would be different from most of the other interpretations) but I really couldn't come up with a good idea, and definately not one as good as yours. It's really creative. Great job overall (and not just for avoiding the trademark issues). I'm not sure why I enjoyed it so much though given how hopelessly bad I am at playing it ;-)
Oh gosh! I never knew a conveyor belt game could get so stressful! Chocolate is supposed to take away the stress! Not cause more of it!
Great job! Very fun!
What a fun game! I started out pretty well, but that quickly turned bad haha and it made me realize how poor my z/x finger control is! I liked the objective, such an in depth and well thought out tutorial, too. Visuals are great and match the game very well. I thought the background music could have had a little more, but the sound effects were fitting. Well done!
The game plays and looks great! It's a shame I'm so bad at multitasking, hehe. Congratulations on finishing something so polished and even have time to make a tutorial!
Love how you skirt around trademark laws while using a trademark name to theme match your game. Gave me a pretty good laugh. I never even considered going the chocolate bar route but i'm glad someone did so 5/5 for adherence to theme.
The gameplay is pretty challenging. The a and x are simple enough to not be a problem but adding double s and hold z really changes it up. It's like patting your head and rubbing your stomach at the same time. The only way I found to cheese it was spam a and s then just focus the bottom row.
The key mapping is not stellar. To use both hands I need to go hand over hand which is not a great feeling.
Not a fan of how a mouse is used in the start menu, would have been better to go full keyboard.
OMG you made a tutorial!?!?!? How did you even find the time?!?! That's impressive.
The music gives my speakers a constant buzz which can get a bit annoying.
Would have liked to see accuracy for all the stations instead of just the lowest.
Overall though great submission, very impressive for only having 48 hours.
Thanks so much for your kind words and feedback! I've been told be a few people that the control mapping could be improved, weirdly enough when I played I always had my left index on 'z', left middle finger on 'a', and then the right hand was mirrored for right index on 'x' and right middle finger on 's', so the result is both hands kind of pointing towards one another. I think it was jam logic that made me do this once and then assume that it was fine thereafter, but I see now that it's definitely not people's default setting haha. Whoops.
I considered displaying the accuracy for all machines, but I didn't want to overload the level ending screen. I had thought it would be fun to show the player's in-depth stats at the end of the game, but I was a bit busy making a tutorial ;)
Love the building of simple things to make one big hard thing to do! Clever usage of the theme as well. Really great job I enjoyed this one (even if I'm pretty bad at it)!
Woah I am really bad at this. But, this is SOOO cool. I really love this conveyor belt, candy machine. I'd never thought about making a game like this. It's really creative.
I loved the generic non-trademark chocholate bars take on the theme ;) Well done!
Oh man, I thought about Bounty Bars too, or at least I think that's what you're referring to :p
The "character designs" are lovely, and the idea of the thing seems like fun, but I really struggle to get to a point of "feeling" like fun. I think there are some issues that could be addressed:
- The controls are difficult to internalise - games like this are like beat saber or any quicktime event type of game, that means you want to be able to intuitively do an input. Up/down/left/right are the most common type of intuitive inputs, but I guess it doesn't have to be. Imagine if in your game the 4 operations are bound to those around the central machine and the conveyor belt went around instead of straight, for example. An intuitive parsing is so important with games like this.
- The variety of actions needed that are all one-button is both a boon and a curse! Maybe if it were ramped up to a full "orchestra" of different actions over levels or something.
- It would be nice if it were bound to some kind of rhythm. I like the idea of doing factory work to the rhythm of music, that might make it feel good :)
Thanks for the feedback! I definitely agree that the controls could be more intuitive, I just wasn't sure how to go about making that happen and so I hoped that the tutorial would familiarize people with them enough to get by. The original intention was indeed to have the actions match the beat of the music, but that turned out to be a bit more than I could handle in one weekend!
I had a hard time understanding when the machines could or could not be used, but decently fun. Could have been nice to place the keys for each belt on opposite sides of the keyboard for multiplayer
Thanks! I think as it stands the game becomes a bit too easy with two players, it was definitely designed to be challenging for just one. Though now that you mention multiplayer, I had some friends play it together and I thought it was pretty funny to see them squeezed around the keyboard, and I felt like that fit with how the whole game is a bit goofy (though I can definitely appreciate that it hinders gameplay).
Bounty bars: https://en.wikipedia.org/wiki/Bounty_(chocolate_bar)
But of course, in this factory we are producing non-trademark, legally-distinct generic coconut-filled chocolate bars! ;)
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