Yeah definitively I am going to polish everything more and adding a simple tutorial with a little cutscene to introduce the game, thanks for the feedback!!!
MoleHoleGames
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I am aware that a tutorial was missing; I think I should add it in the future or on the itch.io page, but it wasn't possible due to lack of time. The system is fine; it's a sort of Battle Royale. The only people who disappear are the ones rejected; those accepted will continue to the next day. The endings can be found depending on the final score when only one person is left. If it's above 60 points, you'll receive a good couple ending; if not, it will be a bad couple ending. There are other endings to control the game; for example, you must reject at least 5 people per day, and the game lasts a maximum of 5 days. All this was supposed to be explained, but there wasn't enough time to implement it. Anyway, if people like it, I'll consider continuing its development. I'll also add an escape system to return to the initial menu after getting the endings, and they'll be added to an endings section to know which ones you've achieved. The time issue you mentioned never happened to me before, so I wasn't aware that something like that could happen. I'll check if it happens to me so I can fix it. Did you like the game?
I love this game! It might benefit from some music or sound effects. I really like the particles and how the sprites get covered in lava. I had a few runs where I couldn’t start because the random generation blocked my path. Still, it's a very good game and could easily become a mobile game. It’s fascinating, especially when you run out of fuel and know you're doomed, just waiting for your slow death.
VERY GOOD GAME! This is literally the game that always came to mind when I thought of ideas for the jam. I had something in mind like Sam Hogan's 'The Impossible Game,' but this turned out great. The frog looks adorable and reminds me of those nights of suffering with Jump King. With a bit more polish, the game could be amazing!
It was challenging to complete, and every move was truly a test. I would suggest adding the ability to change direction in the air. It's a great implementation of the theme. I also really liked the art style; I'm truly impressed with the game. The levels are very well designed. At least I saved myself that effort by making a game similar to Papers, Please ;)))
A simple but fun game, I really like this twist on the classic Pong. You could add many mechanics to make it even more entertaining. With a bit more polish, it would be even more fantastic than it already is. Great entry! I was thinking of doing something similar, but I ended up making a dating game. I'm glad someone made it and did it so well ;)
Thank you very much for your review, it's exactly what we needed to further improve our video game. I'll try to address everything you mentioned. As for dying after a single hit, while it's true, it's also the function of the coconuts explained in the tutorial. If you have coconuts in your inventory, they protect you from damage but they also weigh you down, so the more you have, the less you can jump.
Regarding the slowdowns when you get hit, it's actually an intentional effect called hit & stop, which momentarily stops time when you take a hit. The particle effects and this specific effect are direct references to the game Hollow Knight, where the same thing happens when you take damage. It's true that if you have a less powerful PC (I know this because mine is too, not implying yours is), the physics might be limited and not work correctly, as they are designed to function at 60fps, which is the standard, and there are limited to this frame rate.
The hitboxes in this game are, I believe, quite the opposite of what you mentioned. They are very small in relation to the object sprites. We based this on how games like Geometry Dash do it, but perhaps some error related to lag or the speed acquired over time has occurred, so sorry for that.
Regarding the platforms, this is actually an intentional game mechanic explained in the tutorial as well (you can press the space bar while traversing a platform to get an extra boost and reach higher positions). Also, the issue of sometimes reaching and sometimes not might be due to the number of coconuts you have, which because of their weight, prevent you from reaching properly.
The spike originally damaged the player, but as mentioned in another comment, after causing unfair problems for the player, we decided it would simply be a harmful object for the leaves the player carries.
Thank you for understanding that these types of Jam games can carry errors linked to development time and for appreciating our idea of giving an interesting twist to the main mechanics of these games. It makes us really happy. And yes, we did plan to implement a recipe book, but time was not on our side, and we didn't have enough to do so. However, we're thinking that if the game is well-received and we win or come close, we could continue development and implement all these things that people have suggested with their feedback. So thank you very much for your valuable contribution.
Recently, generating things randomly has become popular. It adds a very entertaining layer of replayability if the game isn't too long, so it could be a very good improvement, though perhaps too complex to implement. Survival games are difficult to balance in all aspects because there are so many interrelated mechanics. But what stands out most about your game, in my opinion, is not just the gameplay but your "humor." Maybe you could give it a twist, like a plot twist in the genre, similar to the movie "Cast Away" with the Wilson ball, you know? You could engage the player more with the aesthetic and story, mixed with survival on a deserted island, but making that aspect more secondary. That way, it could turn out to be a great title.
Thank you soo much. We tried to polish all aspects as much as possible before releasing it and implemented a series of different endings to give it much more replayability and, as you mentioned, to allow players to challenge themselves. Although due to time constraints, many ideas were left unimplemented, we are very satisfied with the game we presented. Maybe in the future, we'll update it!
Thank you very much for your kind words about our game. Comments like these make us really happy. We dedicated a lot of time to the aspects you mentioned that you liked, so we are very satisfied. What you mentioned is true, and we will try to fix it. Perhaps one of the problems stems from a bug in the collection of leaves that increased the counter too much. We will take it into account. Thank you!
Thank you for your review. I'm going to respond gradually to the points you mentioned.
The spikes on the horizontal platforms are designed to destroy leaves if they collide with them, but they don't hurt the player since they often caused unfair situations for the player. Therefore, we decided they would only affect the leaves.
You can be hurt when you have 0 coconuts without triggering Game Over because you might have quickly collided with the next obstacle, and the player has a period of invulnerability after a collision. Due to time constraints, we didn't have time to implement a flash effect for those moments.
Regarding the blood and the character lying down when taking damage, these are references to two things: the first is a clear reference to the videogame Hollow Knight, where taking damage results in a particle effect and a momentary time stop effect called hit & stop. The lying down animation is a reference to the Family Guy gif where Peter falls down the stairs and ends up in that pose ;)
We're sorry that one background element caused confusion. It might have been due to a delay in drawing the next sprite, as they are generated one after another to create a parallax effect, and there might have been a delay in the drawing.
What you mentioned about platforms is true; we were looking for a way to fix the issue of falling instantly, but it's a Unity problem since we used a component that worked as an effector for one-way platforms, causing this issue. The ability to jump on platforms while passing through them is actually a mechanic; it's included in the tutorial.
The shaking might be due to the added post-processing effect that changes based on the player's speed. We knew about the falling animation issue, but due to development time constraints, we didn't have time to fix it.
The game is called ChefMix, but we left it as Tropical to make it clear that the game was exclusively dedicated to the jam. All these potential changes and solutions will be implemented if the game wins the jam, and we'll dedicate more time to development to improve it.
Maybe because it's set on a deserted island, the game loop is very slow and events happen very slowly. It's very accurate with reality, but in terms of a video game, it's boring. The player needs to be in constant contact with the game. This is what we tried to achieve with our game (you can try it and leave a review if you want). This way, the player continuously feels like he have things to do. Another thing I don't like is that just moving makes you lose hunger. By doing this, the player will tend to move less, which makes the gameplay duller. Other than that, everything is fine. Keep it up!
I loved the originality of having to defend a hamburger. There are some bugs I encountered during gameplay, like the camera being too sensitive and causing dizziness, but having the gun follow you is pretty cool. Reloading the water happens instantly, which, in my opinion, reduces the tension, and sometimes you don't know when you're being attacked. However, the effort behind it is evident, and it's very well done!