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Devils Diner's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme/Limitation | #44 | 3.466 | 4.143 |
Graphics/Animation | #93 | 2.988 | 3.571 |
Technical Implementation | #95 | 2.869 | 3.429 |
Overall | #100 | 2.845 | 3.400 |
Music/Sound | #108 | 2.630 | 3.143 |
Fun/Design | #152 | 2.271 | 2.714 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game implement the focus, Multi-Use?
Our multi use is the usage of lava as fuel, currency, heat regulation, waste disposal, visual effect
Team Size
Completeness
What tools did your team use to construct the game?
Godot Engine (3.5), Aseprite
Which art and audio did you / your team NOT create?
Sound effects:
CC0 Sounds:
Sound by: TinyWorlds
cooking_with_cover
https://opengameart.org/content/boiling-water-loops
Sound by: AntumDeluge
pencil_write
https://opengameart.org/content/pencil-sounds
Sound by: cogitollc
pop1
https://opengameart.org/content/pop-sounds
Sound by: BMacZero
light_clunk2
https://opengameart.org/content/mechanical-sounds
Sound by: jwiese
klick5
https://opengameart.org/content/multiple-click-sounds-effects
Sound by: bart
steam hisses - Marker#5
https://opengameart.org/content/steam-release-sounds
Sounds by: Amarikah
gold_sack
https://opengameart.org/content/sack-of-gold
Pixabay Sound:
Sound by: Infernus2
Bubbling
https://pixabay.com/sound-effects/bubbling-6184/
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Comments
Nice music. Good use of lighting. Good lava effects. This is a marvelously complex management game, and the mouse controls seem to work just as smoothly as the keyboard elements. Very impressive for a 10-day jam. I did not encounter any technical issues, so that's impressive as well.
The video tutorial is extremely helpful, so it's great that it's there. However, it really should be possible for the player to understand how to interact with the game through the game itself. This is a serious UX challenge for a game as complex as this. While the game opens with tutorial pages, it was just not possible (for me, at least) to understand the significance of these instructions out of context. I would recommend contextual prompts and instructions that pop up when the player is close to the different elements in the kitchen.
This is a really complex and interesting looking game. It is a genre that does not generally apeal to me having tried a few over the years so it is hard for me to either be enthusiastic or critical about it. The loop just isn't my thing. What I did like was the attention to detail throughout, although the UI apearing confused me it was actually nice once I understood why it was the way it was. I think a bit more hand holding to get into it is required. For example it took we the longest time to notice where to go to get lava, but when I did I really enjoyed the collecting and depositing. Lots of really nice ideas going on here that I appreciated and a lot of hard work and love has obviously gone into making it. For those that really enjoy this sort of game I imagine they will find lots to appreciate here. Good work.
Thank you for the nice and elaborate comment! I agree with the hand holding, having problems with how to play seemed to be the main problem for all so far (too much to remember for a game jam gam, and the tutorial also not being really clear). To mitigate that a bit for this game, we made the tutorial video. But seems most people miss it.
It is a pain I share very deeply. Game jams are god for that. Lessons to be learned
This looks very impressive... unfortunately, I'm stuck in the Tutorial. It says Press F for the next page, but when I get to the last page, it just cycles back to the first page. I can bring up the credits by pressing C, but none of the other keys seem to do anything... :/
Hey, you are the entire time in control of the player movement and can walk away with WASD, and walk up to the tutorial again if you need to know something.
There is also a short 2 min video in the sidebar, as the tutorial might be unclear on some things (for example where outside is).
Sorry for it not being clear, but a better UI and Tutorial died due to no time left. Originally we also wanted a day system (which already had scaling difficulty in code), but had to change it to one endless timer due to time too.
Thanks! I'll give it another shot as soon as I can.
Excellent