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(1 edit) (+2)

The music for this game is very well done. Slow, easygoing, and quite fitting for the atmosphere of a coffee shop.

The art is also nice and there are a few funny visual gags around the shop. (It seems our main character may have two left hands judging from the intro sequence. Perhaps this is another reason for being jealous of Jerry.)

On the gameplay side things are quite confusing (with a lot of text that's hard to read in a small window to play the game in). The brewing mechanic has red and orange indicators on the bar that fills up when you press 'Q' but for the life of me I haven't been able to figure out what this is for (no other buttons seem to stop it; I was under the impression I was trying to stop the brew on one of those colors). I'm told to click and hold after brewing to fill the cup but it seems I can do this with 'R' as well (I only found this out through experimenting). Additionally, it seems I can tap 'R' or just click to serve a minimally filled coffee with no penalty.

All of the mechanics I encountered seemed to boil down to just pressing or holding a key. For me this was not engaging. I can see the vision behind it, but I think there should be more elements added to spice the gameplay up (i.e. timing mechanics, turn it into a slower-paced Guitar (Coffee!) Hero, allow multi-tasking so I can brew one coffee somewhere and another elsewhere while waiting on one, etc.).

At night I was told to hover my cursor over some icons while pressing the "ZXCV" buttons (If these two modes are separate they should both use "QWER"). I tried to press the corresponding buttons, but nothing seemed to happen or progress. I tried to get to the ritual casting part again going through the game another time, but ended up at a screen of the coffee place at night where none of my controls worked anymore.

While there are is a lot wrong with the gameplay of this game, I do appreciate the effort. There was a vision here, and while not fully realized I don't think it's something to give up on. Keep up the work and I hope you can either turn this into a better game or use what you've learned here for future endeavors! Making video games is a difficult thing, so it's still really cool that you were able to make this (especially being given only two weeks)!

This is some quality feedback; thank you so much!
While I may not be able  to sate your thirst for gameplay polish, I can at least answer some of the questions you might have:

  1. 2/5 of the team is brand new to game jams (I'm one of them), and the others cap at about 3 past jams. It's definitely been a big learning experience for us!
  2. You're the first one to notice the two left hands; it was originally unintentional. This is what I get for tracing reference material.
  3. We re-used the same progress bar for customer patience as well as recipe progress, hence the coloured indicators. It was designed with the patience meter in mind, and has no effect on the recipes.
  4. We spotted the quick-fill behaviour during development and decided to apply a penalty to tips for incomplete pours, but the feedback so far has shown that this was unclear to most people. It's on our list of future improvements.
  5. Speaking of the list: Mechanical complexity and multitasking were the first two entrants. You'll have to chalk this one up to relative inexperience.
  6. I'm afraid you're the first I've heard of the night phase breaking like that. I don't expect you'll re-play the game, but if you do encounter that error again, a screencap of the game and the browser console log would be invaluable in hunting it down

Thanks again for giving our game a shot!