Note taken, thanks for playing!
ShoCo2
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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!
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
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!
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!
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!
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!
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!