Very cute little game. The gameplay and narrative were very complementary to the aesthetic. I also really liked the visual design too, the point filter fit the mood well. The ghosts had great little personalities too. My only minor issues were I felt the levels were a little too spacious for the player's goals as I was wandering a lot, and the visual filter did cause me some eye strain after a while as I found it difficult to visually isolate the objects I was looking for.
Spronkles
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Really cool puzzle mechanic, I definitely was scratching my head for a while! The art style gave it a really unique vibe that complemented the gameplay well. Gameplay was smooth and using the artifact was satisfying both visally and mechanically.
I did encounter a visual bug when I ran the game on fullscreen, the artifact was still tiny and locked to the upper left corner, and I also got stuck where the level geometry was off a step in the upper mirror area. Overall very nice!
Cool game, I love the cooking management aspect and the mini-game work well for the stress inducing time constraints. The audio and graphics worked well too. I think the window for delivering customers was just a little too short, and the shape of the level would also lead me to catching on corners more often that I would care to admit. But those are very minor criticisms compared to the complete package. Very well done!
Cool little game. I wish there was some background audio so my walking didn't feel like a metronome. I thought there was some cleaver hidden sections. I got to a part where I found a sign on the wall but then i managed to break through a section of wall in the lower left area. Couldn't find a way forward from there!
Nice little game. It shows some promise in expanding the idea out more. While moving felt fine with mouse clicking, I found the shooting by clicking the player to be a bit counter intuitive because when you don't quite hit the player you end up moving them farther away from the ship you were trying to shoot. Good Job!
Interesting game, I like the core loop but I think the separate elements needed to cook a little more ;) but I definitely can see where the design was headed. I liked the idea of juggling the different gameplay elements throughout the kitchen, but I wish there was a bit more tuning to pump up the experience. Like if the camera was out a bit farther, player moved a bit quicker, boss has a vision cone, it could give the player more agency in the game play. Overall nice submission!
Cool game, felt really clean to play. The art style and general aesthetic gives the game fun The audio was clean and the sound effects of the squashing fruit was super satisfying. I had a lot of my fruit guys just ploping onto the screen and popping on their own so I don't know if that was intentional, but it felt like a bug. Overall though very impressive submission.
Nice submission. I found the difficulty to be too hard, but I feel is the screen orientation was rotated vertically it would have helped giving a longer runway for enemies and tightening the playable space. Movement was fluid, but with shooting only 1 bullet per mouse click, it felt counterintuitive as my goal became "press the shoot button as fast as possible as long as possible".
Thanks for playing and for the feedback! Regarding the the overheating, this was our "consequence" in action. We wanted the player to constsntly juggle the intentional choices they were making, be that either deciding to block enemy bullets with a punch, teleport, or becoming stationary while building power through standing on a power pad. Additionally the shooting was intentionally done to not allow the player to move while shooting and to completely "dump" all their stored power. This was designed so the player could make safer plays by shooting with lower amounts of power, but would be much more effective (and a much higher risk to the player) to shoot with a higher amount of energy. We really wanted the player to juggle their power storage in relation to their actions and gameplay style. Thanks again!