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(+1)

Your game has a lot of character! Despite the opaque initial presentation of the mechanics upon starting the game, after simply reading the instructions I enjoyed the gameplay a lot. There seems to be more customers than I can handle, so I opted to only serve one or two at a time, ignoring the rest and sometimes venturing further up knowing full well the customers further down would leave before I got to them.

For the pumps it took me a while to understand I had to drag the condiment on the drink instead of just clicking it. UX is difficult, I understand :)

I loved the art and character designs. It seemed like noone ordered Red Rex, so I decided to spike drinks of a single ounce of mammoth milk just so I could see all the different wing designs. Also gotta say it is pretty clever to make drinking the Red Rex yourself a mechanic in the game!

Having read the dev thoughts on the main game, I'd like to add that scoping in a jam is definitely difficult. Sometimes you just go with the flow, and then right before the deadline end up with some parts that are less refined than you'd wish. That's fine! For instance, I love all the details in the workstation. The ingredient names from the spices to the coffees, so many tools being available, the fact you had to pour espresso cups into other cups! The FRIGGIN BLENDER. Don't lament that you did that first, it's like a whole game on its own! You can always waste your life on making commercial games later ;) Game jams can be some good old fashioned fun by creating the thing you want to.

If you want your next gamejam game to have a more focussed gameplay loop, I'd advise starting by listing a very limited amount of very specific mechanics, then building that first. To use this game as an example, that would mean you'd list like 3 workstation tools before even deciding that you'd want to add platformer elements. That does mean you have to choose your utmost favorite mechanics and killdrop the rest, but it might have meant more time to work on details for the workstation tools (for example) and more time to think about what their gameplay means for the game as a whole.

K thx for reading my wall of text. Good job by the entire team. Overall very solid entry. Keep it up!

(+1)

Thanks for playing and writing your heartfelt wall of text!

In our original plan we had a small tutorial planned out to help walk players through the beverage making process (especially since it is a bit complicated). We also had a small mini game dialogue planned where your goal was to try to up-sale getting Red Rex added to their drink to save them from the meteor. Unfortunately both of those features got cut due to time constraints so a bit was lost in translations. I also made the choice to disable drink modifications at least for the jam because making drinks was already complicated as is without having to sub out Mammoth Milk for Dodonut Milk. 

We had a lot of fun making all the drinks and ingredients and just getting goofy with the whole idea so by extension we are also glad you appreciate the silly details we added.

Will have to keep in mind you gamejam tip for next time! Scoping and lacking a main gameplay loop early on was definitely one of our biggest challenges this jam and we really felt it in the last couple of day.

Thanks again for playing! We really appreciate your feedback.