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Firstly, nice artwork. I would have liked to give a higher presentation score, but the text size requiring me to bring my face within <1ft of the screen (15" MBP) to read it is a major detractor to the UX/UI. This is more so since there was sufficient space for a larger font-size in every place that needed it. The game does require some reading of the UI, so those extra pts to font size were expected and needed, especially with a stylized font like the one chosen.

I'm not sure if it was a display bug, but I did try to read it and gave it an honest go but couldn't get very far into gameplay before minor eye strain set in. I played it on Chrome web browser on a Mac, and using the browser's zoom-in (Cmd +) feature didn't remedy this.

As for the gameplay, I think it could have been fun had I been able to read the text and engage it in earnest. From what I can tell, it is a simplified spin on recipe-execution gameplay a la Diner Dash or Overcooked. The customer departure speeds are very fast, but this factor is what enables the game to be in line with the jam theme. The flavor text could probably be reduced to shorts blurbs instead, so as to not distract from the elements with more gameplay significance.

One key criticism would be that much of the extra screen space populated with visual flourish could be instead used to convey some of the necessary information visually. For instance, rather than props in the background in the center fo the screen, the recipe could be shown visually with art and symbols there instead. This would make the essential game elements clear, front & center. Currently, it is difficult to tell apart FG from BG, gameplay elements from from decor, and HUD from game environment.

In all, it has an idea that works and enough art to go around, but the UX/UI flaws make it pretty unplayable for me. Still, clearly a good deal of effort went into making this, and that is certainly deserving of recognition.

Good work completing a game project in 48hrs, especially for the 2 (of 3) who are doing a game jam for the first time. Kudos on finishing on your time!

(+1)

Hey apiruxb!  Thanks for the feedback!  While I know that some people have mentioned the text to be hard to read; and this is definitely a fair criticism, I haven't heard anyone saying it was hard enough to read that it caused eye strain, and I hope it didn't hurt your eyes to read it.  Its possible that it's because you were playing on a Mac, although I'm not 100% certain.

We took inspiration from games such as "Cook Serve Delicious", but wanted the game to feel more stressful to fit the "out of control" theme to make the player feel like they are overwhelmed, hence why customers leave quickly, as you mentioned; and why we used the extra text instead of short blurbs.

Maybe try playing it on a PC and see if that fixes the UI issues for you?  I hope you get another chance to play it, as even though it isn't perfect, we're proud of it, and happy to receive all the feedback we've gotten so far.

The mild eye strain was temporary and not so extreme as it may sound. It could be partly that my eyes were somewhat tired at the time as well. That said, I did have to get my face within a 1ft of the screen to be able to read it quickly enough. It might really be a display bug on the Mac as you said, though, since the texts did not seem to fit cleanly into the boundaries around them. Some sections’ text took up only a 1/10 of their spaces, and yet the customer dialogues actually seemed to extend to its edges. The fact that zooming doesn’t help also suggest so.

I’ve gone through my whole queue list +1 now (so 26 in total) and probably won’t be revisiting them for the time being. I’m also primarily on a Mac and don’t really feel like digging up my older Windows machine just to test one thing in a jam game. Perhaps someone with easy access to both can test for it?

In any case, putting aside the text display bug, I think it would still be better for “flow” purposes to have things be easy to process and act on. I understand the idea of making it feel a bit frenzied and hectic to be out of control, but I feel like making the UI and layout intuitive should still be a baseline. You have many other knobs to create the frenzy effect with here, and you’d probably prefer for the player to know exactly what to do but struggle to keep up vs. struggle to know what to do.

Plus, I personally believe that UX/UI should always be as intuitive as possible. Not to be confused with control scrambling gimmicks and visibility hindering vfx in some games, as those are actual gameplay elements in disguise. UX/UI is the player’s first direct contact point with the game, the channel of communication itself. The challenge should be within gamplay and game content rather than in the player’s ability to interact with the game to begin with. This is just my opinion on it, though.

All that said, as mentioned in the original comment, I do think this would have been fun for me if the UX/UI aspects were addressed. As you said, it’s not perfect, but it is a good showing. A lot of work went into this, implementation-wise and assets-wise. Having insufficient time to test and polish everything is kind of the nature of game jams to begin with. It’s part and parcel with the challenge, and you were able to clear it. You all absolutely should feel proud. Of course!