This game is endlessly entertaining, doubly so when played with friends or on stream. Highly recommend for everyone who likes Jackbox style party games. I can't wait to see the direction the game guess with further development.
overactor
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Do I even need to say that the polish and art quality of this game is ridiculous? It's so good that it doesn't feel like a jam game in the slightest, that's the highest praise I could possibly give. You could ship a game with this level of polish and it would stand out as a really nicely produced games among dozens of games that people worked on for months.
As for the actual gameplay: the puzzles are really cool. I've personally never seen this mechanic before and I thought it offered a nice level of challenge. There were definitely a few aha moments. A bit of a downside was, that by the time I had figured out how the puzzles generally worked, the biggest challenge became looking at the pixels on the cake and figuring out which color was the base color and which was the one that comes after. If you continue working on this, you could maybe add different shapes which can be combined in various ways to make the same shape. Something like this:
So, obviously this game isn't done, but I find the core mechanic that you've implemented compelling. It's fun to try and weave the little blob between the spikes with the limited movement options you have. If you were to, say, make the movement circular so it wraps around and add collectables that spawn on the path of the blob this could a be a great game to kill a few minutes with.
I agree with most comments so far, the art and sound design does so much for this game. It takes a very bare bones experience and turns it into something genuinely enjoyable.
I think you should try and figure out a way to add just a little more depth to the gameplay. maybe you can only hold a certain number of each item. Maybe you can hold three eggs at the most, but when holding three eggs you can still squeeze in one unit of vanilla extract, or something like that. And maybe your ingredients get shuffled after every recipe, so it feels less repetitive.
I almost rated this game without discovering that the objects have physics. I feel like that is definitely the most fun part about this game. I think you should try and focus on fostering that aspect with your game design. To make it something in the vein of Octodad or Surgeon Simulator. I like the art and playing around with the physics, but that's all there is to this game at the moment. I'd love to see where you take this game in the future though!
I think this is a cool proof of concept. It's cool that you have different actions you can do with different kinds of food, but it feels really difficult to actually multitask, especially since the right click seems to not work reliably when an ingredient is still in the pan. I also think the pot could be clearer, I was never quite sure what I was doing there. If you decide to keep working o this, you should try and find a way to put some strategic depth in what you put in the mixer and definitely make multiple tools compatible with multiple ingredients.
I also agree with the other commenters saying it'd be better to stick to one art style. I think the one in the kitchen with the ingredients is clearly the stronger one out of the three. I could see an argument for making the battle look different, but the two areas in the first phase should definitely look more similar. I also agree that those two areas could and should be a single screen.
Despite the many small negatives I brought up, I think this was a very good submission. You guys can definitely be pleased with what you accomplished.
Thanks for playing and the thoughtful comment. I'm glad you had fun with it. 7 grams is better than my personal best, so I guess you hold the world record now :)
You make a good point about the G. If I decide to work on this some more after the jam, I'll do something about it. I did notice that bug and I have no idea how to address it. I figured it's okay for such a short game and some physics jank is part of the fun, but I might look into better ways to do particle physics in unity for the future.
This game looks so beautiful and the gameplay was pretty fun too, I thoroughly enjoyed it. I managed to make a pizza with 23 seconds left; I'm pretty pleased with that. I think the random nature of the game gives it a little more replayability, but it does drop off pretty hard after that because it fels like you're just battling the RNG gods at some point.
I gotta say, I'm kind of digging the MS Paint charm of this game. And it's a decent tile based RPG. I do think it's a shame you can't see what the enemy is doing, but that's understandable for a jam game. I might just be bad at these types of game, but I do feel like it felt pretty difficult. Could be worth to ask someone to playtest it as soon as you have a playable version for this type of game.
I like the idea of squashing ingredients you don't need and that giving you boosts. I think it would be a good idea to add icons to the list of ingredients you still need to make it easier to see and understand at a glace. Maybe squashing a good ingredient you already have enough of should also give a boost?
I also love the low poly art style, but feel like the marble texture doesn't work very well with it and the zoomed out perspective doesn't really show off your great models.
I don't think this is my type of game, but it's a good concept. I like the idea of lining up recipes instead of lines of the same items like in candy crush. I'm not sure if the lines having to be at the bottom and the time pressure are conductive to the feel you're going for for this game. I think it would be more fun if it was somehow turn-based and you could figure out what the best course of action is at your own pace.
The main difficulty for me was the speed at which some of the cookies fall combined with how big the screen is and how many cookies there are to keep an eye on. It's hard to react to an evil cookie suddenly coming at you at light speed when you have so much else to keep your eye on. I would also recommend reducing the hitbox of the evil cookies and increasing it for the good cookies, it's always a good idea to cheat a bit in favor of the player.
I think this is pretty great. the art is adorable and the gameplay is simple and well executed. I think it would be better to remove the items you've collected from the list because it's a bit hard to tell what's greyed out at the moment. I also absolutely adore that the ingredients cry when they hit the ground, that's such a nice touch.
This is a pretty cool concept. I agree with other comments that it's unclear you have to bake things first. I think what's more important is that you're not doing much with this baking mechanic. I think it would be cool if the conveyor belt gave you ingredients and you had to make different baked goods with those ingredients to place on the map. That would set your game apart more from PvZ.
You're probably going to have to export this for something other than ios (I think what you did is build for ios) i you want some ratings. Since you're using Unity, it should be possible to export it for web so people can play it right in the browser. Here's a guide for that: https://docs.unity3d.com/Manual/webgl-building.html
This is such a fantastic take on the limitation! I really enjoyed that. I agree that the last level is a bit cheap with the water arbitrarily changing directions and I also felt like, for being the last level, it didn't really use the core mechanic very well. Everything else about is was great though. A bit of polish, a few more mechanics, and a few more levels and I could easily see this being quite a popular little game.
Seems like we had somewhat similar ideas for this game jam. It's really short, but I enjoyed the time I spent playing your game. I think this would probably work better as a fully 3D game. By restricting the cake to staying in a 2D plane, you've made the challenge trivial. I also don't see why the camera doesn't show the cake dropping spot and the oven by default. I didn't read the description before playing and didn't understand where the oven was. I know that sounds like it was on me (and it sort of was) but it's such an easy fix.
That was a lot of criticism, but really, I thought this was great. Awesome job!
I think the concept behind this is a great take on a unique clicker game, it's just the upgrades that are lacking. Upgrading the pastry level and the max heat are no-brainers and work fine. I also found some utility in reducing the click temperature, because that allows you to stay in the green zone better. The auto-clicker has no utility as it is and the two other upgrades are okay, but don't really justify their price. It was fun to try and figure out a combination of upgrades that keeps the temperature steady, but I only did that for its own sake I think it was not required for beating the game as fast as possible.
The game looks great too, and the UI is well done as well, but I'm not sure the way you navigate it makes sense. I get that it's two buttons, but this was more annoying than it added to the game.
I think the low number of rates is probably partially down to being download only. Does unreal offer a way to make a web build? I also think rating and commenting on a lot of other games is a great way to get more eyes on your game. I really think your game deserves some eyes, it's kind of a hidden gem in this jam imo.
I think this game has a ton of potential. It's quite obvious that you didn't have a lot of time, but I think you still got an impressive amount of stuff done. I think it would be really cool to have a timer on the customers which tells you how many turns you have to fulfill their order before they will leave. Maybe you could have multiple orders you could potentially serve as well, so you can choose what to prioritize. Maybe you could also upgrade your shop with more ingredients and/or more appliances.
All things considered this is a great prototype and I see a ton of potential in it. Top grades for use of Limitation and Concept from me.
This was a lot of fun and a great concept for the game. I also thought the music was very fitting and the sound effects really added a lot. I think the controls could have used some work. It's not great that in many situations, jumping causes you to land on a spot you can't see yet with no way to correct course. maybe adding a double jump ability at the cost of losing some of the stuff you've absorbed so far would be fun. I also feel like a dash or slow down button could be great to give the player a bit more control. All in all this was a great submission though!
I think having to find the right recipe is a fun mechanic, but I somehow never managed to get there. I always either forget what I put in or don't manage to remember the feedback from the critic because it disappears so quickly. I was also confused by the switching objectives mid-game, where I started out having to bake a cake and then had to switch to baking cookies and I wasn't sure if the critic's advice still applied or not.
I think is my favorite game out of all the games from this jam I've played so far. There are a lot of elements to this game and you've executed them all quite well and integrated them superbly. And on top of all that, it looks great too! I can hardly believe you made this i this short a time frame all by yourself; seriously impressive!
Now for some nitpicks:
- In peggle, the ball will go exactly where you click. I think that would be nice for this game too.
- When the day is over, the sound design made me feel like I did something wrong, especially after the first run where I died before the first day was over. The sound felt pretty similar. (Were they the same, I don't know). I think it would be fitting to make reaching the end of the day feel like an accomplishment. Maybe a nice cash register bell could make the player feel good about themselves.
- That's all really.
I got to about 650 dollars on my second run, might give it another go later :)
edit: I think the one problem I can think of with the game design is that a lot of the upgrades increase the amount of things the player needs to juggle. It would be nice to include some upgrades which help out the player. Like lowering the chance of fires, auto shooters which have a small chance of shooting a ball after it's been available for a few seconds and auto sellers which add a small chance of fulfilling an order right when it's about to expire. I don't think my concrete ideas are that great, but it's something to think about.
I like the concept of the game and it looks pretty good, but it feels a bit unfair and the game over mechanic seems unnecessary. I think it's safe to say you took some inspiration from Super Meat Boy. The thing that makes SMB work for me is the quick respawn, satisfying death effect, and how fair it is. Yeah, it's unforgivingly hard, but the movement is super crisp and the hitboxes are super clear and a tiny bit forgiving. I think with a few tweaks to those aspects and a few easier levels to ramp up to the difficulty you have now, this could be a really fun game.
The music was generated by soundraw.io (and slightly edited). I'm so glad you liked the expressions on the bowl, I really hoped that would add some personality to the game.