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TylerNW3994

9
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A member registered Apr 30, 2020 · View creator page →

Creator of

Recent community posts

Hey nichols!  Joe (our artist) drew all of the art using a stylus and Photoshop!  The only exception is the scroll in the UI and the font.  If I could upload a new build, I would make the font bigger, as that seems to be the most common criticism.  Thanks for playing, I'm glad you enjoyed it!

Hey zinGa!  Not sure on the impossible expensive recipes, all ingredients cost the same amount and shouldn't cause you to lose immediately.  Thanks for the feedback!

Hey Krzysztoffee!  The speed of the game was meant to make the player feel like they were out of control.  If this weren't in a jam, we probably would have added some sort of difficulty modifiers, like how it takes for customers to leave, unlimited money, stuff like that; however we couldn't here otherwise you WOULD be in control.  Thanks for playing our game!

Hey apiruxb!  Thanks for the feedback!  While I know that some people have mentioned the text to be hard to read; and this is definitely a fair criticism, I haven't heard anyone saying it was hard enough to read that it caused eye strain, and I hope it didn't hurt your eyes to read it.  Its possible that it's because you were playing on a Mac, although I'm not 100% certain.

We took inspiration from games such as "Cook Serve Delicious", but wanted the game to feel more stressful to fit the "out of control" theme to make the player feel like they are overwhelmed, hence why customers leave quickly, as you mentioned; and why we used the extra text instead of short blurbs.

Maybe try playing it on a PC and see if that fixes the UI issues for you?  I hope you get another chance to play it, as even though it isn't perfect, we're proud of it, and happy to receive all the feedback we've gotten so far.

Thanks Incredulous!  I'm glad you liked it!

Hey Jong!  Thanks for the feedback!  While the text did come out a little less clear than we intended, the amount of text was deliberately made to feel overwhelming and stressful to make the player feel like they were out of control.

Hey Nonyko!  Thanks for the feedback!  We went with the keyboard mainly because we wanted the player to develop a muscle memory for each order.  So if I got a potion, I could just instinctively think "RDC" in my head and I would just type it.  Next year we want to develop more on our controls, as this is the most critical feedback we've received.  I hope you enjoyed it though!

Hey SkulGurl!  Thanks for the feedback!  Yeah I agree it was a developer oversight to not add a controls page or anything.  Its meant to be almost exclusively keyboard, with the mouse being used for the UI.  We'll use this feedback for next year!

Hey Xylo!  Thanks for the feedback!  This was the first game jam for two out of the three of us and we're really proud of it.  The whole idea of the game was for it to be stressful and make you feel like you were losing control as you went along.  So all the movement on the screen, the extra text; were meant to make you feel overwhelmed and stressed and therefore start losing control quickly.  We hope we'll do even better next year!