Love this game! Super zen. I love how satisfying it is building out your grid with such simple and easy to understand mechanics. Really well done! Plus I love how the stats encourage me to try again to beat all the other commenters >:D
Schu
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Had a chance to play a decent amount and I was really impressed! The atmosphere and music is phenomenal! I also like the art style. The voice acting can get a little repetitive and sometimes the dialogue doesn't seem to relate to the thing I just clicked on (I heard a lot of "why would I go outside now?" when clicking on random objects).
I liked exploring the environment and figuring out the first couple puzzles. Unfortunately I got stuck on the harmonica bit and clicked everywhere that I could in the environment. I'm guessing I'm missing the key which maybe opens the cabinet to reveal the notes I need to play, but I just can't find it anywhere.
Aside from getting stuck there, I really liked this experience because of the atmosphere. This is really solid and I would like to try again sometime to see if I can see more of the story.
Navigating the environment was fun and easy. I liked running around and touching the targets. Unfortunately I had no idea what I was supposed to be doing. Since the targets changed colors when hit I just wandered until I found them all but was confused why they went back to red. Then I randomly bumped into the intruder and some dialogue kept popping up saying I finished my third round after that.
It's hard for me to understand what the actual gameplay is supposed to be. It's described as anti-stealth gameplay but I'm not sure I feel that when playing. It seems that the objective is to walk to checkpoints and find an intruder. "Anti-stealth" is an interesting tagline so I'd love to see more emphasis placed on that concept. To me it felt a bit too random for now.
Should it matter that I touch the lights? Maybe if it's anti-stealth you have to stay within the lights and out of bushes. That tagline and the game has me thinking quite a bit which I think is a good sign but the gameplay itself felt more random than compelling. I'd be curious to see more of this game with clearer objectives and more emphasis on anti-stealth.
That's great to hear! Thanks for checking it out again! The Steam page just launched today if you're interested in wishlisting: Omelet You Cook on Steam (steampowered.com)
Overall it's a neat platformer. I found the inconsistent art style and the non-instrumental music to prevent me from feeling immersed in the world. The story had me interested as it made me wonder if ants and cotton have some sort of real world relationship to one another, but the dialogues felt a bit longer than I'd like.
Overall I found the movement to be lacking for a game that's main focus is the platforming. There seemed to be invisible walls, having to hold a key to run felt a bit unnecessary, and pushing boxes was hard since I would seemingly automatically jump/roll over them.
Killing ants didn't feel as impactful as I'd like and neither did dying. I ended up dying several times to the spikes that move before you land and that made me rage quit the game. If your goal is to make a rageplatformer I feel that should be communicated in the visuals and dialogue of the game, since currently it looks more cutesy and the story almost feels like it's implying something scientific.
I think the vision of the game needs to be clarified and communicated more clearly, through descriptions, dialogue, music, and visuals. Overall it was a fun enough experience but I think the movement needs some work to get me to replay it more.
Really neat puzzle game! I got stuck on Level 8 and ended up giving up after struggling for like 10 minutes. I tried to use the level skip shortcut (shift+space+p) but it didn't seem to work. I'm wondering if you've disabled that. I would've like to attempt some extra levels to give you some more feedback.
I'll start by saying that I personally don't play puzzle games so take my feedback with a grain of salt. Overall I found the basic mechanic incredibly clever and you've clearly shown it's unique enough to design a whole game around.
The first few levels did a great job of helping me understand how to use the mechanic and I felt like they had a great ramp up in difficulty. If I were a more puzzle-minded player maybe I wouldn't get stuck on Level 8 but that's where it felt like a bit of a wall for me.
I really enjoyed both the music and the visuals. Overall this is a really solid entry and I hope you get some puzzle-enjoying playtesters for more relevant feedback!
I enjoyed playing the early stage of this game but I quickly gained so many resources that there was never any challenge. Finding the right balance is difficult but very important for a tower defense game and right now I feel this is far too easy. To me, it felt interesting to place the first few towers strategically but then I realized I could just spam them without thinking. It also never felt like an interesting choice of which tower I should be upgrading and I never understood what their benefits were when incrementally upgrading so it didn't feel as impactful as I'd like.
The combining elements mechanic seems interesting but again I had no idea what the elements do or even how much better those towers are compared to one another. I'd love to see some stats and maybe damage numbers so I can feel the impact of my decisions more.
Overall it works as a tower defense game, but it left me wondering why I would play this over another tower defense game. The combining elements seems to be the most unique factor but it's unclear to me what the elements do. I'd love to see the choice of which elements to be a big component of the game. Certain enemies could be weak against others (and maybe they already are and it's not displayed clearly), and maybe certain elements have different attack patterns/ranges.
Overall this is a solid jam game. If you plan on continuing development I would definitely recommend figuring out how to lean into what makes this a unique tower defense game, and of course finding a way to balance it so it's not too easy to just spam without thinking strategically
Thanks I appreciate that a lot! Glad you see the potential in it because I plan on continuing to develop it a bit so I can explore some other ideas I have. Feel free to follow my page or sign up to the newsletter if you wanna be notified when the full game releases: Omelet You Cook (mailchi.mp)
Stumbled across this and I really love the concept of being the one to decide where to send heroes on quests! I appreciate how the traits of the heroes determines their ability to solve certain quests and would've loved to see more emphasis on that.
Unfortunately it felt like I got stuck with just 2 heroes that didn't have the right trait and then one died and I never got another haha. I also really liked how ignoring quests would lead to consequences like the bridge being destroyed or the village being set on fire.
The art is beautiful! Love the map. I'd love to see a bigger more fleshed out version of this game someday!
Really well done! Super addictive gameplay from just a single interaction. The progression feels nice (though it seemed like when I would grow wasn't always tied to the green bar like I thought it would be). The art is beautiful. The SFX felt a little bit too repetitive to my ears. But overall this is a fantastic entry. Nice work!
Really cool idea! It was a bit tricky to figure out the controls and they felt just a bit clunky (too fast) to me. I also wish there was an indicator of when the preparation phase ends so I wasn't caught off guard (or even if I could trigger when it ends). It's really cool seeing all the territories expand and contract!
I LOVE this game! Reminds me a lot of the first stage of Spore. The combination of the piano and soothing narrator make for a really calming, unique experience. I love how you can always see the next stage of fish even tho they can't interact with you. Makes for a very clear progression. I also really appreciate how each stage becomes more agile. The fact that there's a bit of education sprinkled in is really nice as well.
Plus the art and animations are absolutely perfect. Really wonderful job. 5/5 for sure
Really fun use of the theme! I had a lot of fun with all of the minigames and it was cool to see so many in one game! The only gripe I have is that the traffic minigame felt a bit boring when there was no exit lane and therefore nothing that I could do to advance. Overall I had a ton of fun playing and taking over the universe.
My favorite game of the jam so far! The theme, art style, and SFX make for a really unique experience. The character is cute and I adore all the art in the game. Super clear and visually cohesive thanks to your limited color palette (great choice btw!) I was impressed with how many types of ways you could be photographed and it was a fun game trying to avoid them. My only complaint is that often when I got photographed once I couldn't move and therefore would be photographed again by something else.
Phenomenal job! This is a really nice game!
Super cool concept but there were a few issues preventing me from enjoying it fully. The game starts so quickly that my character rotated off screen and I had no idea what was going on, but then I learned to just stay on screen. You mention that you can collect resources but I couldn't figure out how to actually pick them up so I think I may have been missing a big part of the game. And it also seemed like the planet would take damage from something offscreen which was very frustrating and caused me to lose seemingly out of my control.
I really like this concept and with a bit more work could see it being a really fun experience!
I adore this concept! The visuals are great and it's a really cool theme. I tried a few times and ultimately it felt like I couldn't win. It seemed like anytime I pressed the "Send Carrots" button, nothing happened. It also took me awhile to realize that "Send Onion" cost 10 since that isn't displayed.
With a bit more content I could definitely see this being a full game. Love it!
Love the visuals and the overall concept. I was a bit confused about how to play. At first I lost because I didn't have enough land, so next time I only took land upgrades but I still lost and didn't get an explanation which left me very confused. Also what the little machines do was unclear to me. Very charming tho!
Interesting idea. There's a lot to like about the concept. One issue I noticed is that staying still and doing nothing seems to be the "optimal" strategy since points are given over time instead of for collecting items. I wonder how it would feel if the camera was moving slightly, forcing you to move and determine what to pickup along your path or if pickups gave points.