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Super cute! The idea of combining a restaurant management game with a farming game is really interesting. I did struggle to figure out how to play the game a bit, so I think that adding a more integrated tutorial would be better than some dialogue at the start that tells you everything at once. I also was having trouble figuring out what the controls were, so some on-screen UI that tells you what different keys do would be very helpful. (The jam entry Grim Farm did this and it helps a ton; I'll probably add it to my own game as well.) I think different key mapping would help too, like left and right click instead of Q and E, and using <> to switch items is a bit strange because you have to move your hand around on they keyboard. I would recommend just using number keys for item switching.

That being said, I'm very intrigued to see where this game goes if you continue to update it. The UI and art looks really really good already and there's certainly a great cute/casual aesthetic you're hitting. With a few quality of life and bug fix updates, it will be a very fun game worth playing for hours. Where the game is now, I would recommend focusing on those core features before adding more features and complexity. Good luck!

(4 edits) (+1)

[EDIT 2] Build released with mouse functionality and inventory switching for 1-7 numbers :)


[EDIT] I'm going to be releasing a build later on that introduces right, left click and scroll wheel for tool picking! I think I might reconsider the number keys for tools rather than inventory or have a toggle in the settings! Thank you for the feedback :) Unfortunately an integrated tutorial won't be possible for a while for time reasons but rest assured it is in the plans!

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Thank you so much for playing!! I apologize, I keep forgetting the jam submission is separate from the game page (where I have my listed notes and issues as well as the controls due to not having time to implement the tutorial) but the integrated tutorial is an immediate post-jam thing that I sadly ran out of time for.  The controls were also a product of last-minute crunch, since mouse was actually not meant to be part of the control scheme (it was supposed to be purely keyboard and controller with mouse inventory interactions as an option) but ended up being a necessity due to time constraints with the code, so hopefully that helps explain why things ended up as they were! Number keys are also written out in the GDD for inventory swapping.

Based on your suggestion I might add right and left click since its a quick fix

Thank you so much for the kind words and the feedback, they are noted and align with my own desires going forward. It sucks I couldn't get the controls fully explained and working in time for the jam, but I'm still glad you enjoyed and I appreciate the feedback since I'm more familiar with gamepad than mouse/keyboard controls.