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First and foremost: Great game, stupidly fun.

Made it to day 9 with a score of 3380 points on my first attempt, so I think I've seen what the game has to offer.

It captures the spirit of an overcooked-like frantic management game perfectly, and I thoroughly enjoyed it. At the time of writing this, this is definitely my favorite game of the jam, and it'll be hard to dethrone it.

Some minor nitpicking, cause we can't go without that ;)

The sun's reflection made it so the item on my counter at the very right wasn't visible at the start of the game (also sometimes in the midst of play). I did quickly figure out that that item had to be a triangle, but it's just a minor detail that can be improved.

Sometimes it seemed that customers approached my shop with a little more than half their patience left. I am not sure if that's because they were waiting in line already, or what caused that.
I've also tried to look out for that in particular, and sometimes people waiting in the back of the line still come up to the counter with full patience. So I am really not sure why exactly that happened.

Sometimes people queued up behind other people, that weren't even at the shop yet. I can definitely see why that happened from a programmer's POV, but it's a minor thing that can be improved.

Sometimes people also walked a full circle around their goal position in front of the shop, which seemed like a funny little bug to me :D

If the player moves the mouse towards the bottom and top edge of the screen, the camera starts moving. Seems like a remnant of a feature that isn't used anymore, and thus confuses more than helps.

The endless mode of the game sadly becomes impossible once you don't start the game with enough water, because once you have to do smth else than serving the customers, you pass out of thirst. So maybe giving the player some extra water to help after passing out would be a good addition!

But all nitpicking aside: An amazing entry for a wonderful jam. 4.5/5.

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Thank you very much for that feedback, and for this much Praise as well! <3 Overall, I can only agree with all your criticism!

Reaching day 9 is definitely an achievement on it's own already - and the score is most impressive! (Touching back on your last point, I agree that the difficulty scaling gets really rough past day 6, and the balancing aspect was definitely something that came too short!)

I figured that a programmer would immediately be able to spot what is going on with the queue haha :D It's exactly what you think it is!

The wonky turnarounds from the customers to reach their target position are connected to me using the unity nav mesh for the pathfinding for the first time. Works great for the general purpose, but I still have some kinks to iron out there!

Also you figured correctly - the looking-around feature was implemented at the very start already, because the notebook and the water dispenser were supposed to be on the bottom of the shop, so you had to look down to reach them. I decided to move them up at the end though, so that new players can find them more easily, and reduced the zone where the camera-rotation for the looking around actually triggers so that it doesnt trigger when you move the mouse over to drink some water or to look into your notebook. It was tricky to balance, but I still wanted to keep the effect, because I felt being able to look after the customers leaving or looking around for where they are coming from adds some much needed immersion! I totally agree though, the current state of it really needs improvement!

Again, thank you very much - your feedback was very appreciated!! :)

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Ahh, the Unity Nav Mesh Agent.. Whenever I got some extra time at hand, I always implement my own solution of A* or smth alike, because it keeps doing weird things :D

Keep up the good work!