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Strawberry Games

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A member registered Feb 11, 2020 · View creator page →

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Nice little fun mini-game. A little rough around the edges at times but overall it's fun! One critique that I have is how often the extra lives pop up at the bottom. They happen just often enough that you can last indefinitely. I would either slow down the conveyor belt or shorten the timer. That way there's still a chance of a game over. Extra lives should feel extra, not necessary. Although, at the same time I can see it being quite frustrating to get a game over on something like the final level and having to trek through everything. On the other other hand I was expecting this to be a memorization type of game, but instead it turned into a "get into the dev's mind" kind of game. I actually think it would be hilarious if you played on the idea of messing with the psychology of the player with your bomb placement. One level it could have the bombs form an arrow that points to a single bomb, and players will be like "is that really the right choice? Or is the dev trolling?" You did a bit of this near the end (I won't say where) which I appreciated, but I wish you had leaned into it more.

With that being said, for this just being a game "for the purpose of learning Godot", it's good! I can see that you're learning a lot of important things! 

Thank you! We definitely had fun with this one. 😂

Alrighty, I like writing long reviews so strap in! 😅

So, firstly, I'd like to repeat the sentiment of other commenters by saying the art style, despite it's simplicity, is actually quite charming. Much like the rest of the game, it's not trying to be something it's not and it presents itself very plainly, in a good way! As others have said, this would fit perfectly back in the day as a flash game.

I'm also quite impressed with the amount of "game" that is actually here, or rather the amount of unlocks you can get throughout the game. Not only do you unlock additional toppings for your hotdogs, but you unlock different kinds of hotdogs and hotdog buns, AND you can eventually unlock side dishes to go alongside your hotdogs! AAANNNNDDD you can unlock new "permits" to have different backgrounds!


Now for the bitter meat between the two sweet buns of a criticism sandwich. Thankfully, there are only a couple of things that should be noted here.

Firstly, I noticed that you can't pick up a tray until the mouse button has been held for about half a second. This is normally a fine way to do this, as you want to distinguish it from a normal "click". However, there's an unintended side effect. If I'm too quick to drag the tray to the customer (which I'll often do when I'm trying to get their order done quickly), then I'll have let go of the mouse button before the tray actually appears in my hand. Because of this, the tray will be stuck on my mouse until I'm able to double click fast enough to retrigger the bug and reverse the effect. My suggestion (if you have the time as this isn't game breaking) would be to instead detect if the mouse has moved a certain distance after holding the mouse button down.

To add to this, while I believe I understand the reasoning behind it, I find that having to drag the tray instead of simply clicking on it like everything else is an odd choice. It can often cause me to try dragging ingredients (when I can't do that) or try clicking the tray to move it (which I also can't do). 

This has been mentioned before multiple times, but it's worth noting here. The timer needs to be paused while the tutorial happens. Having it continue (along with the customers patience running thin and leaving) can be confusing and overwhelming if you don't already know what you're doing.

Next is the pacing. I know it's mentioned that the pacing starts out slow, but it can be somewhat grueling when you work hard an entire day and not unlock anything, or unlock something that isn't asked for by any customers.

Now, I'm going to go armchair game designer here for a sec (if I haven't already lol). I think it would serve best if the progression for unlocking toppings and such was more linear, about 1-2 items a day consistently. The exponential growth will then come naturally from the complexity of the orders rising overtime. When you have the majority of unlocks saved for the back half of the game, then it can be overwhelming very quickly. This is mitigated by the fact that you choose when to unlock certain items, but since you don't know the price of something unless you click on it (the same action to purchase it), you can end up buying something you aren't mentally prepared to use.

The last thing is that there is no pause button during the day, which isn't great if you have to get up in the middle of playing. That being said, the fact that you can save between days does make up for this fact.

Oh, speaking of! It was mentioned that you could only save progress in the downloadable version, but I was actually able to save progress on the web version too!

Anyways, just remember, these are all small things. Don't let the length of this part fool you, these are nitpicks in comparison. The only reason this section is this long is because I want this game to go from being quite good to being a great treasure!


In summary, while there are a few minor things that I wish could be improved, you've managed to create something quite wonderful here that I think you should be proud of! I want to come back to this game to see how the progression truly feels and see how much I enjoy it. For now, I really like it! The flow of the game during each day feels good and the stress and challenge of completing an order as quickly as possible is really fun! Again, the best compliment for this game is that it's near indistinguishable from flash games of the past, both in gameplay and feel.

Anyways, that's it for me. If you've read this far, thank you! And sorry for writing such a long review. 😅

I don't often do these because I know I can't just leave a simple comment like "it's great! Very charming!'. When I leave a review, I want to help the creators because I know what it's like having to make a game and send it out to the world, only to be met by "cool game, nice job! 👍".

I do hope this helps and I hope you all have an awesome week!

(1 edit)

I'm leaving a more thorough review on the actual game page, but long story short I enjoyed playing this! There's a few minor things that hold it back from perfection, but overall you did a great job and I'll definitely be playing more later!

Also yeah same name WOOOH! 😅

That's incredible. 😂
I suppose there are only so many ways you can make a pun on stands haha!
Thank you so much for playing!

Thank you! Honestly this is the best thing I could've heard from a review. I knew there were some design issues, but we weren't able to fix them in time. 

Otherwise, it sounds like you generally liked it outside of those issues, which is great to hear!

Thank you! Much appreciated! 😁

LIVE. DIE. REPAIR.

I was the Programmer and Level Designer on this project!!

Hope you all have as much fun as I did making it!

Let us know what you think!

This game has such a good atmosphere. From the music to the look and feel of the game. Everything makes it such a good game to just be in, let alone play.

It's a platformer at it's core, and the platforming challenges are...well...challenging! In a good way. You probably will die multiple times, but the game doesn't punish you for it.

For a game made as quickly as it was, this is a quite good game!

Yeah, apologies for that. I though I fixed it but I guess I uploaded the wrong one?

Anyway, you need to hit enter.

Hi there, first time jammer here too! I really liked this idea. The way you have to think waaaay ahead in order to do something is really interesting.

My only gripe is that the game feels a little tight. Like you move really quickly in these tight spaces. And that's normally fine, but sometimes it requires me to record again because the button is really close to the button.

Otherwise, I think you guys have a very interesting concept going here!

If you're also interested in trying my submission, here's the link!

https://andrew-s-productions.itch.io/be-kind-rewind

Hey everyone! Super excited to see what everyone creates! As the title says, this is my first game jam. I've made a couple games before this, but this is my first one made in such a short time.

The game is a platformer with a unique mechanic, the level functions as a VHS player. Fully equipped with a play, pause, rewind (of course), fast forward, etc.


This game is not easy, but you can get better at it the more you play.

Good luck to all! Make sure to rewind to the end!

https://andrew-s-productions.itch.io/be-kind-rewind

Hi there! First Jammer here as well! I played a bit of this and it seems genuinely interesting. The idea that you have to heal your enemies, but they still try to hurt you is really unique!

My only issue is the tutorial. It's never clear what you're supposed to press in order to advance the dialog. I actually figured out the controls before I figured out how to advance the dialog. Also, the way the text wraps is kind of awkward and can be hard to read at a glance.

Otherwise, I think the concept is pulled off pretty well! The variety of enemies is nice, although once melee enemies come in it becomes a necessity to always run away. I think if you could slow them down and maybe vary their approach to you (say one is direct but another tries to flank you) that would be interesting.

Overall though, for it being your first completed game (and made in a week at that) I think you did very well!

I wish you the best! And if you want to check out my submission, here's the link!

https://andrew-s-productions.itch.io/be-kind-rewind