Very creative game! The old-timey Windows theme is a great touch. The levels were spaced out nicely, so the learning curve never felt too steep. Well done!
engineereng
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As soon as it clicked, I literally said "That's so cool!" out loud. Extremely interesting concept, especially when working with the UI and environment.
I think some tutorial on how some of the objects worked would have made the game a lot easier to understand, but I got it with some trial and error.
I would have liked to see more interesting concepts like actually faking the passport or trying to sneak across the border. As it is, the game is mostly about stumbling across money to buy the correct passport with, then stumbling across the correct place to go.
I feel uncomfortable that unedited gameplay of Papers Please just plays at the end of the game, regardless of the context. It's plagarism. If you wanted to use Papers Please as a starting point, that's fine, but you can't just play footage of another game in yours.
Great minds think alike! :P
The visuals and game feel are very, very nice. The visuals and music remind me a lot of Pizza Tower, which is a huge plus in my book. The game is super polished, too. You have a great core mechanic with a lot of great animations and art to go with it.
Loved that your tomato can get chopped into multiple pieces and you have to manage all of them at once. The burger game was a fun concept, too. It was a bit hard to dodge the hazards without a mouse and insane reaction speed, so maybe a warning similar to the knife shadow could ease the learning curve a bit.
Looking forward to seeing whatever comes next!
Great minds indeed! Just played your game and y'all had a great take as well.
In the cutting game you have to avoid being sliced by the knife as it tracks you, raises itself, and then comes down to chop you. We wanted to have the lettuce get sliced into as you got hit, but that ended up being too complicated for the jam.
Thanks for playing!
Loved the visuals and the presentation! I liked the game of chicken you have to play with the nightguard as you try to catch them while they are on cams.
I didn't quite understand how the panic level works after the doors stop closing automatically. It almost seemed harder to kill the nightguard at 80% panic than it did at 30% panic. The nightguard was almost always off-cam after I hit 50% or so, so I had to wait for those rare distractions to do anything. The battery was so long that I could essentially run the entire way, too.
Walking around the pizzeria at night felt nice on keyboard, and the UI was perfect for feeling like Freddy.
Hello from another developer of a food-related game called Undercooked! Great minds think alike, heh.
I was impressed to find out that all of the assets were made during the jam! Kudos for using Unreal as well.
The gameplay was fairly straightforward. Avoiding the chef wasn't as difficult as moving up the ramp, for example. Would have liked to see more gameplay elements relating to hiding in plain sight or messing with Chef Eris. I liked the assets and the randomly-exploding-and-floating butcher's knife, haha.
(P.S. I noticed the Vancouver poster - shoutouts from the BC area!)
The two game modes between placing turrets and then retaking the land are interesting! The first time I played I built so many forest turrets that the saws bugged out and I couldn't chop any more trees. The second time I played I immediately chopped the great tree down and was pleasantly surprised to find out about the nature mode.
It's an interesting concept where you're kind of fighting yourself. There were a few bugs that made playing and understanding the game difficult, like a bug that lets you place trees while being a settler and having the ability to cut down the ancient tree immediately and have zero rage. Maybe the settler should be limited to what trees they can cut at first so they have to make incremental progress.
I was impressed by the art, and the implementation of the concept! I could see this being expanded on and becoming a balancing game of building vs. destroying, kind of like playing an RTS and then destroying it all.
The two game modes between placing turrets and then retaking the land are interesting! The first time I played I built so many forest turrets that the saws bugged out and I couldn't chop any more trees. The second time I played I immediately chopped the great tree down and was pleasantly surprised to find out about the nature mode.
It's an interesting concept where you're kind of fighting yourself. There were a few bugs that made playing and understanding the game difficult, like a bug that lets you place trees while being a settler and having the ability to cut down the ancient tree immediately and have zero rage. Maybe the settler should be limited to what trees they can cut at first so they have to make incremental progress.
I was impressed by the art, and the implementation of the concept! I could see this being expanded on and becoming a balancing game of building vs. destroying, kind of like playing an RTS and then destroying it all.
The reverse roguelike is an interesting concept! I liked that you had to be careful about which downgrades to choose and when to go for kills vs. hide and ambush people. I ended up rushing the hardest parts of the map first to leave a bunch of corpses before I became a baby.
I found that the NPCs got stuck on the trees, especially the ones at the edges of the map and the trees above the lair. It let me corner them easily and hide from them when I became less scary.