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ShoCo2

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A member registered Aug 21, 2020 · View creator page →

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Note taken, thanks for playing!

Was definitely trying to fix that up towards the end of the jam, but ran into some time constraints so it had to be that way.  Planning on polishing a few things for a future patch. Thanks for playing!

Appreciate the comment!

For sure, I tried to capture the original as best as I could within the time limit!

As for the bullets, I definitely could've done better to make the bullets more eye-catching especially at this resolution

It definitely does give off that vibe!

I definitely wanted to add in a few more elements to the game before submitting but I ran out of time, didn't have time to include an extra 2 levels and special powerups, as well as new elements that the originals didn't include. Didnt really start working on the game till a few days after the jam so could've focused more time on it, but I appreciate the response!

Great software!

Solid game that sticks to the theme, great job!

Yeah I forgot to pause the background when the day ended, couldn't fix it in time so I left it as is. In terms of the next round showing new items, I probably also should have done that for QOL but had to get the game out. Thanks for the feedback!

I agree the intro is a bit long, but I wanted to squeeze in as much detail as I could lol, also will definitely check it out!

Liked that the game stuck close to the theme, I think one of the problems tho is that the gameplay feels a little slow and upon death restarting feels slow too. Other than that though good game!

Really well done game, easily one of my favorite this jam!

Definitely one of my favorites for this jam, great work on the game!

As a game I think it is a pretty solid entry, but unfortunately I ran into some problems with the game, mainly the object interaction and parkour. Sometimes the jump button is unresponsive as with the parkour, and I had to fight off enemies being in the way of certain hallways, trying to walk around or jumping over them. Other than that, I think it's a well executed game!

A question though, what connection does this game have with the theme? Curious to know

Depends on what you're educating them on I guess lol, thanks for playing!

Lots of the recipes I had to make last minute so I couldn't check over to see if there were typos, will definitely have to fix it for a future patch, but thanks for the comment!

Thanks for playing!

I'm glad that you enjoyed my submission! For the load button, it does work, I should've explained it somewhere within the menus but after each day your progress gets saved (After each day, not meal). So the things that get saved are your current money, the current level, and your highscore.

I also did want to make it so you can reject orders while the chef is still speaking, but during development I was running into some bugs that happened as a result of that, and due to the time constraint I couldn't fix it so I locked the button so you could only click it after the chef was done their dialogue. 

I will definitely consider having more accessible options like the MM/DD or DD/MM stuff for future projects too!

Thanks for playing!

Thanks, definitely not an easy game lol

Thanks, glad you enjoyed it!

The problem for me was that once I entered the shed it was just pitch black, I tried hovering the mouse around in the dark but no luck, am I just missing something that's located inside of there?

I feel like although the concept is a good idea, the gameplay needs some work as currently you're just clicking and breaking tiles without much consequences on selecting whichever since speed is what matters. But in terms of the visual department, I think the assets were well done!

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Overall a really polished and good game, I enjoyed playing it, however I did get stuck after getting into the shed, not too sure what to do after that

I think it was a good game, but the pacing was a little bit too slow, from the movement speed to the plundering speed (Holding space). But the combat was fun and the workflow of checking your surroundings/map I found fun, overall a cool game!

Don't think I've seen such a 4th wall break in a game jam like this one before, really well done playing around the theme!

In terms of sticking closely to the theme, I think this one does it very well, as it makes the player a little bit more cautious about the glowing lights. It even has a pretty good low-poly atmosphere that I feel fits the undersea vibe pretty well. However, I think the game lacks in terms of controls as I found myself struggling to move around an clipping through terrain in some areas. Overall, it was an enjoyable game!

In terms of gameplay it was pretty enjoyable and the audio I felt was really good (Especially the coin pickup sound), although I struggle to find the connection with the theme, "All that glitters is not gold", if possible would you be able to provide a little bit of context?

Really well done, short game! It was simple and executed well!

A nice, short infinite runner! I like how you closely stuck with the theme and blended that with the gameplay

Appreciate the response!

Definitely wasn't an easy one to put together, but I had a lot of fun figuring out ways to make it work and also learning a few recipes from online. Glad that you liked it!

For sure I think there was definitely more that I could've done in terms of ramping up the difficulty over the week and actual changes to the problems you had to spot.

I actually was planning on having simple recipes at first that ramps up to more complex ones at first but I had too little recipes in the game by the time the jam submissions deadline was closing in so I had to scrap the idea

In terms of the recipe book itself I definitely did want to make some improvements to it, for example in my original plan I wanted to have multiple menus on the screen so there were more aspects to it, such as having to check your mail for potential unkisted hazards and such but again, wasn't possible due to the time constraints.

I did spend about the first 4 days planning what the game would be without opening Unity so I think it was a good lesson for me to learn how to spend my time a bit better in planning my game

Thanks for the feedback!

Thanks for the response, it was definitely not an easy gameplay loop to come up with as around 20% of the game jam I spent fleshing out a solid loop.

Appreciate the response, when you say "It was fun enough", are you referring to the fact that there's more room to grow? If so, in what ways would you change/update it?

Pretty fun typeracing game, had fun trying to get some of the words, a suggestion I have is to have the restart button binded (If it already wasn't) so that you can quick restart the game, for example by pressing R after getting a game over screen maybe you can quick restart the game, fun game nonetheless!

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Thanks, I wanted to implement it in a different way where it highlights the problem, but it was a little bit difficult with the time constraints so I just made it so when you accept bad foods there would be small dialogue with what was wrong with it (but not exactly), I may implement that in a future revision!

For sure going to be adding on new recipes, will provide a future upload with new recipes 

Appreciate the compliment, definitely wanted to emphasize on the fact that everything looks good and appealing, but some might still be bad

I probably should've made it clear at the beginning that the date was different, ill for sure watch out for that in a future revision