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Coffeepot

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A member registered Apr 01, 2021 · View creator page →

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Although there isn't much to lend itself to how the game is played other than reading the controls, I nevertheless had a good deal of fun with this rather cool idea.

You might consider a few User-Experience improvements if you intend to further develop this:

  • Match each chef's T-shirt color to correspond to they button that triggers them, in addition to floating UI for each button above their heads (or nearby)
  • Have the D-Pad food-selection UI bob up and down slightly to make it more obvious, and have the currently selected food wobble back and forth, or have the chef with a little speech bubble indicating the current selection.
  • Have the X/B chefs display a bubble which indicates what they'll turn the food in front of them into, if they can, and a special symbol for when they're holding something they need to put down.
  • Have each chef highlight the slot they perceive to be in front of them with their respective color, signalling where they will pick/place items.

Otherwise, this is really well put together for a 2-day jam, making excellent use of assets, complete with fitting music and sound, and a really neat and challenging mechanic. Great work! :D

Quite the interesting challenge you have here, though I found it rather difficult to juggle the shield rotation with both the controls and the movement of the ship. The projectiles move too quickly to reason about where the shields ought to be, so I found the best strategy to be just hold down the button and hope for the best.

I nevertheless enjoyed the concept and its presentation. That shield blast is awesome!
Good work! :D

Here I was expecting a run-of-the-mill match 3 game, and boy was ever pleasantly mistaken.
The hook is clever, the dialogue between the narrators are charming, and the use of their ladder-climb animation to spin the gears  is brilliant!

I found the rotation controls to be somewhat awkward, what with the A and D going unused, I'd expect those to be the controls of choice, and the arrow keys as an alternative.

Otherwise, the game is very well polished, feature complete with volume controls, multiple game modes, music and SFX. Very impressive for a game jam, and I very much enjoyed myself.

Excellent work! :D

Here I was expecting a run-of-the-mill match 3 game, and boy was ever pleasantly mistaken.
The hook is clever, the dialogue between the narrators are charming, and the use of their ladder-climb animation to spin the gears  is brilliant!

I found the rotation controls to be somewhat awkward, what with the A and D going unused, I'd expect those to be the controls of choice, and the arrow keys as an alternative.

Otherwise, the game is very well polished, feature complete with volume controls, multiple game modes, music and SFX. Very impressive for a game jam, and I very much enjoyed myself.

Excellent work! :D

Hey there, glad to hear the challenge didn't get in the way of the fun!

As for the visuals, we have Kenney, prince of Public Domain assets to thank for that; I just put the pieces together :D

Thanks for playing!

Greetings and many thanks for playing!

I'm thrilled to hear you enjoyed it, and appreciate your encouraging thoughts!

Thanks for playing, happy to hear you enjoyed it!

The best part of that idea is that it requires no further development; you just gotta bring a friend! Though I do have some plans for local multiplayer, this is an interesting take on a solution for the interim.

"Akimbo Carnival: Jaeger Mode - 2 pilots, 1 Gunslinger"

Procedurally generated pizza blades, juicy collisions, and speed lines for good measure.
What's not to enjoy?

10/10, would spin into oblivion again!

Great execution on the theme, complete with music, sound effects, and a totally brutal final boss level.

As has already been mentioned, having the player fall downwards goes against the player's expectation, but I also agree that it adds to the challenge.  Should you continue development, you might consider having each asteroid apply light gravitational forces to the player, so that they fly where they expect for the most part, but will still veer off into the abyss if they're completely off the mark.

I nevertheless enjoyed hurling through space and getting eviscerated by lasers.
Well done! :D

"Perfect" Is mighty high praise, and I appreciate every bit of it! :D

Happy to hear you had as much fun with the reload mechanic as I had satisfaction in making it. I intend to expand on it in a post-jam update, but for now does a pretty good job of answering the design question "How do I make the player feel like a gunslinger?"

Thanks for playing, and taking the time to leave such encouraging feedback! :D

Hello there, stoked to hear you enjoyed it!

I'm particularly glad you liked the reload mechanic, as it made for an interesting design problem, and helps to distinguish it from "just another target shooter". If there was time, I'd have added a combo system that hinges on that mechanic, and a timer that makes every second count, adding further incentive for the player to alternate shots and avoid reloading. Goals for the future, I suppose :]

Thanks for playing, and the encouraging feedback! Apologies for the dizziness! :D

Great execution on the theme with a compelling mechanic.
I discovered I've had an itch to wail on my enemies with a space-mace, and scratched it all in one fell swoop. That's satisfaction money can't buy :D

Great work, well polished!

This here fully embodies what a Game Jam is all about; supreme silliness.
The gameplay is great, the music is marvelous, and the memes are magnificent.

10/10, would spin eternally again!

I can't think of a better use for these assets than in this classic formula, complete with cheery music and oh so perfect sound effects. Impressively well polished for a 2 day Jam!

Great work! :D

Very cool mechanic that not only makes for interesting gameplay, but also makes sense in sense in the context of your narrative. The recoil is satisfyingly responsive, but the FOV of the camera makes it difficult to maneuver around the ever-changing space, so I found myself crashing into rocks quite frequently. Back that up a bit, add some music/sound, and you've got yourself an engaging arcade game with plenty of potential.

Good work, and good luck! :D

Very cool mechanic that not only makes for interesting gameplay, but also makes sense in sense in the context of your narrative. The recoil is satisfyingly responsive, but the FOV of the camera makes it difficult to maneuver around the ever-changing space, so I found myself crashing into rocks quite frequently. Back that up a bit, add some music/sound, and you've got yourself an engaging arcade game with plenty of potential.

Good work, and good luck! :D

This totally original gem is quite unlike anything I've ever seen, definitely not a ripoff of another game, but even if it was it'd be a great successor :D

The music and effects are great, the minimalist assets are a perfect fit, and the ship's emission trail ensured I never lost track of where I was on the screen.

Mobile-ready and well polished, very impressive for a 2-day Jam. Great work!

Greetings! Glad to hear you enjoyed it!

With the theme of Rotation, I couldn't resist :D

A timer was the very next thing I would have implemented, but alas, experimental physics and bug-fixes are a time-consuming ordeal.
In the meantime, the game is over once you have no more targets left to break, and all your left with is your final scores and the bragging rights that come with them.

On the topic of competitive play, I couldn't agree more, and hope to one day have a fully functional leaderboard. For now, your highest score should persist between sessions, so you can still challenge your friends to compete for the title of Gunslinger Supreme!

Thanks for playing, and I appreciate the feedback! :D

During my first go around, I missed one of the platforms and thought I was doomed, but by a happy accident landed right on top of the ship. I'd like to submit a speedrun of about 10 seconds :D

I'm glad I wasn't convinced that was the end of it, otherwise I wouldn't have played it again and got to see all the clever level design making great use of the mechanic. That maze right before the end, and the 180 flip to get to the ship were very cool.

Aside from my first blunder, it was an intuitive experience once I understood the mechanic, with each level building on the concepts of the last. Really well implemented.

Great work, and good luck!

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A testimonial of "Favorite" is, to me, praise of the highest order, and I couldn't be more honored to hear that my submission could be among yours.

Thank you for your kind words, and taking the time to give it a "spin"! :D

Tough as nails, visually coherent, and jam packed with action.
Aside from the occasional floating gun (Totally not a bug; it's alien telekinesis!), this is a great deal of punchy high-octane fun in a small package.

I recommend a volume slider for the music and sound effects, as the latter was disproportionately loud, and you can never be quite so sure of the sound settings of the player. Otherwise, great work!

I can't resist little optimization puzzles like these, and this was no exception.
Deceptively simple, well presented, and impressive for a 2-day jam.

Great work, and good luck!

A calming zen-like maze puzzler with a twist, literally.
What's not to enjoy? Well done!

Excellent use of the asset pack and truly superb execution on the theme with the mechanic, complete with fitting sound effects and music.

Great work, well done! :D

Hey there, thrilled to hear that you enjoyed it!
It brings me great satisfaction to know that the game embodies the process that brought it to life; pure, caffeine-fueled chaos.

Thanks for playing! :D

Greetings and thanks for playing! We're happy to hear you enjoyed what we managed to cobble together, especially the sound and animation. Should we feel brave enough to wade through this mess of ours again in the future, you can be rest assured that a coherent narrative is among our top priorities! :D

Hey there, thanks for taking a moment to cause some mayhem!

Not only were we friends, scope creep was our (creepy) roommate, sales-pitches on all the wonderful bells and whistles we could have, and we fell for every one of 'em. All those essential quality-of-life features like tutorials, narrative purpose, and intuitive UI fell to the wayside to experimental features and unfamiliar development techniques. Despite that, we learned a ton, and couldn't be more proud :D

We're thrilled to hear you had a good time, and appreciate the feedback.
Thanks for playing!

Hey there, thanks for playing!

Lessons learned, as cool as dynamically mesh-wrapping decals and IK weapons are, the primary gameplay loop and the player experience should take precedence, especially on a deadline. We had started with a narrative focus, but it got sort of buried by all these fancy features. As for a Sprint, if you weren't able to bust into a jog with LShift, that's a bug we'd be happy to squash, though I confess even that could be faster.

Perhaps in a post-jam update, we'll rummage through the mess we've made and bring to the table the tutorial and narrative purpose this ambitious project always deserved (along with a heap of bug fixes). We're glad to hear you enjoyed it nevertheless, and appreciate your time and feedback! :D

A clever little puzzler that leverages the burglary theme really well with the swap-with-anything mechanic.

Though the abilities were cool and well implemented, I found very little use cases for the lane-shift (though in retrospect, it would have been handy for moving security cameras), and the invisibility was too overpowered, being an actual get out of jail free card.

That's not to say these should be removed, least of all the lane shift, but rather I suggest things become more difficult at a faster pace so that those abilities become more valuable and integral to success.

Expanding on a suggestion from another commenter, to use predetermination in the enemy spawns in place of randomness, I put forth: why not both?
Have each enemy randomly spawn on the map, but at predetermined intervals.
Add a security guard every level, riot guard every third, and a camera every fifth, for example.

Another possibility as the levels get bigger (at the risk of feature creeping) is multi-tile tetris-shaped furniture that cannot be be swapped with. Perhaps even single-tile objects that can be swapped that block the view range of cameras, such as a potted plant.

You're off to a great start with this one. Keep up the good work! :D

A well-polished and carefully designed puzzler with a challenging yet satisfying loop.
I wouldn't change a thing :D

PANDORA DOESN'T GO BACK IN THE BOX!

Hello there, and thanks for taking the time to play our game. We appreciate the feedback!

Full disclosure, that AAA feel comes from a AAA source; Synty Studios SciFi City, the demo scene from which we stripped out unnecessary details to suit our needs. For everything else (custom weapons, sounds, voiceovers), our team was fortunate to have multiple talented artists to bring it all to life. Needless to say, we're thrilled to hear you enjoyed those little details.

It was every bit our intention to include some sort of narrative introduction, and even a tutorial gameflow, and we still very much intend to do so. But alas, we became consumed by scope-creep and the challenges posed by lofty goals that they didn't quite make the cut for the deadline. For all the extra bells and whistles we got swept up in implementing, those things sure could have benefited from taking priority. Lessons learned for the next Jam!

Though it could most definitely be a bug, your weapon-swap problem may be linked to not having crafted the weapon you intend to use. That's on us; it's never adequately explained to the player that they only begin with the Bananapult, and must return to the Lair they start in to craft/upgrade weapons at the workbench with the scrap they've collected from the surface. There couldn't be a better argument for a tutorial than that, but for the meantime I've updated the game page with a little extra instruction to get new players pointed in the right direction.

We're on board with you when it comes to movement speed, and it's in large part due to having experimented with Root Motion Animation in conjunction with Inverse Kinematics to get the character movement behavior we ended up with. Whilst editing the page with the previously mentioned details, I noticed I had also forgotten to list LShift as the control for running, which if you haven't tried already I hope will somewhat sate the need for speed. Rest assured, experimentation will continue in the effort to get the character controller really nailed down!

In the interest of making the best game we can, this feedback is valuable to us.
Many thanks for your time and thoughts! :D

Short, sweet, and juicy. The sound design was spot on in creating the atmosphere and a sense of urgency, though it could be enhanced to the next level with proximity-based zombie sounds.

Something you may consider for next-steps is lighting, or rather, a lack thereof. Give the player a flashlight to see in their forward direction, but otherwise have the level only be lit by the alarm's emergency light.

Also, the volume was a little startling on startup, so perhaps a volume slider with defaults on the lower end. Otherwise, great work, and good luck!

Does exactly what it says on the tin, but in agreement with my fellow commenters, it's just the tip of the iceberg (err, fireball?). For next steps, you might consider exploring NavMeshAgents to create AI that chases down and attacks the player, to give them something to defend themselves against.

Ooh, and for a little extra juice, perhaps have the houses activate an explosion particle effect when destroyed. An epic soundtrack calls for epic action, after all.

You're off to a good start. Keep up that momentum! :D

Great use of the theme in this clever twist on tower defense. A good choice of artwork, soundtrack & SFX, and even a tutorial help make it feel like a complete and polished game.

All it's missing is a variable jump mechanic and pass-through platforms to allow the player to fully leverage the level design, as currently it can be a little frustrating.

Great work nonetheless, and congrats on the Play Store release! :D

Greetings Zack, thanks for stopping by to give it a whirl. We appreciate the feedback!

Credit where credit is due, our environment is just the demo scene from Synty's SciFi City asset pack, stripped down and shuffled around to accommodate performance. The Weapons, Lair, and custom Cleaner Bots were all lovingly handcrafted and animated by our team's artist, and by golly did they knock it out of the park.

In keeping with a common GameJam trope, we approached the project with great ambitions. Most of us had never worked in a team setting before, or even on 3D projects, yet that didn't stop us from exploring what could be done with unfamiliar mechanics or APIs for questionably necessary features (such as Animation Rigging and Mesh Decals). As a natural consequence, polish and balancing took a back seat right up until the last day of the Jam, so we were quite pleased to see that despite that, you were able to intuit the goal of the game without any sort of formal tutorial. Most heartwarming was that you played it through to the end, and equally heartbreaking was that the reward scene never loaded when you crossed the finish line (This is now fixed!). Needless to say, we've learned a valuable lesson in playtesting.

Though ambitious and wrought with feature-creep, we all learned valuable lessons and enjoyed the journey, and we're thrilled to hear you could say the same about playing it. Many thanks for your time and thoughts! :D

Coherent artwork, suitable sound design (albeit the flying jellies are a little loud), and oh so satisfying human-flinging action! I especially enjoyed the player bubble's facial expressions, and the screams. Oh, the screams...

Although is was a little tedious to have to watch the landing animation every time I died, and the intro text for some levels was too verbose to read at that speed, I nevertheless managed to make it to the end, bagging 900-some-odd hoomans along the way! Superb vacation location for jelly! :D

Hey there, happy to hear you had some luck with WebGL build, and we couldn't agree more that the project stretched the limitations of the platform. We decided to build to web as a courtesy to anyone not interested in downloading the game, and as an experiment in what would happen, having never uploaded a 3D project before. Now we know!

To jump start the project, we made use of Synty's SciFi City asset pack, and stripped out the demo scene of everything we didn't need. Custom weapons, enemy bots, and their respective animations were all meticulously handcrafted by our team's artist. You can find links to his other work and the aforementioned pack in the Attribution section of the game page.

In classic GameJam fashion, we allowed ourselves to get consumed by feature creep, so balancing took a bit of a back seat until the last day before the deadline, and it shows. We appreciate the feedback and are glad to hear you enjoyed it nevertheless. Thanks for playing! :D

Heyyo, I appreciate the feedback! Those are some great suggestions. I've written them all down on my project-board for a post-jam update!

When all you have is 3 hours, planning and researching ideal APIs is key, but no amount of planning could protect me from all those bugs xD
So I'm thrilled to hear you enjoyed it; thanks for playing! :D

This is painfully true, but in the pursuit of galactic human colonization, sacrifices must be made!

Thanks for taking the time to give it a whirl, and I'm glad to hear you enjoyed it! :D