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A jam submission

Wish Upon a BrewView game page

Will you make it to the coffee house of your dreams; or fall short and lose your dream?
Submitted by Kaiju CRUSH! Games! — 10 hours, 10 minutes before the deadline
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Wish Upon a Brew's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#7812.9522.952
Visuals#9463.0483.048
Innovation#10362.6672.667
Overall#11062.6752.675
Gameplay#11692.4762.476
Enjoyment#11932.5712.571
Theme#13442.3332.333

Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does the game fit the theme?
"Nothing can go wrong..." I used the theme literally and symbollically.

If you play it safe nothing can really go wrong, but once you stride out to accomplish the goal with full force...nothing can go wrong until it does when you least expect it.

What code and assets did you not make from scratch during the jam (if any)?
I didn't make most art assets specifically the 3d models and music which I have credits for and permissions.

How many people worked on the game?
1

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Comments

Submitted(+1)

Took a little bit for me to start the game as clicking on play didn't do anything until I realized I had to press Z oops

It looks like most of the bugs I ran into were addressed by some other comments here so I only really have two suggestions:

1. When selecting b/w "Stay home" and "Go wilds", the border should light up, instead of vanish indicating the current selected option

2. Could consider adding an "Are you sure you want to quit" prompt in the phone or moving the quit button down so you'd have to press the down arrow to purposely select it

Game's got bodacious potential, good work :D

Developer(+1)

Yeah I initially planned for mainly Keyboard + Mouse controls but got worried about keyboard only and controller players; unfortunately that worry took hold of the entire project and mouse controls got lost in the mix. Something I plan to work in for the post-jam update!

For the first issue it's definitely something I was aware of but I also just huffed some copium expecting people to understand the very hard to see highlight was the selected option; when I was consistently struggling with it. Thankfully I have fixed that and with a few critiques on the newer buttons as I was updating I hope the new version sits better with people. 
Brightness is currently an issue the game struggles with I'm trying to fix up.

The second issue is something I also thought of adding when I saw someone else got frustrated due to it just quitting on them mid-game because the UI isn't great at displaying the focused prompt. Definitely something I'm going to need to add and really should be in there for the phone especially since it's a pretty focal part of the game loop so that buttons gonna be hit by accident a few times minimum per session.

Thanks for playing again and for the feedback! I'm hoping to get the post-jam update out right after voting but definitely am taking the time to fix up everything to be a more solid experience first.

Submitted(+1)

Cute game! And some great ideas too. I enjoy the concept of the gameplay loop, and reading some of the other reviews and your replies I can see that you have some great plans to expand upon it, which would be awesome!

As far as feedback goes, I did have some difficulties with the UI.  There was a point where this was happening and the game locked me out of actually selecting any of these. 

I had to restart and go through the intro dialogue again, which dragged a bit as you can skip the initial type out, but you can't skip the backspacing. I otherwise had an issue where I would try to buy things and the quantity owned didn't seem to update but money was being withdrawn, so I'm not sure what the go is there.

I think the experience could be smoothed out by having the game pause (or disable character control) when there are menus on the screen. But otherwise, with a bit of polish, I think you've got a neat, engaging game on your hands! Good work! Keen to see where it goes.

Cheers!

Developer(+1)

Thanks for playing!

The overlapping UI is probably the biggest killer so far in the game; and stems out of me deciding no pausing during dialogue and menus in general. While I feel it made some parts a tad better; it absolutely killed the experience with the overlap issue I didn't see coming. So I'm bringing the pause back lol

I might add a skip intro button somewhere until I add saving into the game at least; that way people playing it don't need to go through the whole thing over and over. I personally snipped the trigger for it during testing so probably a sign to add a skip dialogue option.

The shopping experience should've been working but I did notice a handful of complications in both crafting and shopping. Including the crafting list sometimes just being deleted....that was a fun bug lol.
Should be fixed up now but I'm probably going to be hammering out bugs in those fields for a few, especially since I revamped the inventory structuring to allow more complex variables like uses. Instead of buying 50 packs of beans a single bag will just have X uses in the new update coming.

I'm definitely going to be playing around with where pausing is most appropriate and there's a new tracking system that shuts down menus I think could get in the way when needed. So in the new update coming if you use your phone and walk into dialouge or the day ends it turns off the phone entirely. And important dialogue (which so far is all dialogue) has a pause during it again while using the phone still allows for on the go usuage for now.

Thanks again for playing and the feedback! I feel like each UI feedback I get another piece of the puzzle of something that isn't working or just how it feels. This is probably my most feature complete project at least in a while so I always feel a little bias when things are good enough when good enough isn't the goal for the end. But with all the feedback and general support I'm really excited to see where it leads and hoping some of you guys stick around to see if the next update or two brings enough to the table for future vision!

Submitted(+1)

This seems like a very promising, incredibly cute, game with a lot of charm!

I saw the other comments and I know you're working on the post-jam update, so I'll try to not repeat issues I've seen others bring up (mostly the UI highlights and the end-of-day bit overlapping with anything currently on screen and not cutting it off). Instead, here are a few issues I didn't see others bring up (tho I might've just missed them 😅):

  1. If you click the "play game" button more than once in quick succession, the game will crash
  2. When going out into the wild, if you click "stay here", you can then just.. Continue moving straight into the wilds - except the UI question isn't triggered again, allowing you to jump off the map and fall for eternity
  3. If the day ends when you have the "leave wilderness" dialog open, it will remain open from that point forward (can not be interacted with or closed)


Anyways - for just one person, this submission has an INSANE amount of content. Like, literally unbelievable. Can't expect something packed to the brim with unique mechanics to be flawless, not when it was made by just one person in just one week!

This is incredibly impressive and I do absolutely think the concept is promising - looking forward to the post-jam update!

Developer(+1)

Thanks for playing! Yeah the UI stuff is always fun lol though there's been some issues with it I didn't know were real issues just because there's so many circumstances that cause new issues that hide away. Hoping to kill as many as possible.

The first issue reminds me to make sure I keep buttons disabled until they should be activated and disable upon use; should fix that.

I'll have to fix the 2nd issue, don't want people pulling a "I can walk into the city!" but off the map forever being reminded about medical bills :')
Thankfully even if the issue persists I'll be removing those weird little walk off spots and the prompt altogether with a "Bus Stop" feature in the first actual update.

Thanks for the compliment! I had to pull myself through a lot of the project but happy it's turned out mostly good :)

Submitted(+1)

oooo a bus stop feature sounds awesome haha

and ofc! Glad to see you managed to keep it all mostly together - wish you the best with future updates!! :D

Submitted(+1)

Aww~ What cute bunnies ૮꒰ ˶• ༝ •˶꒱ა ♡૮꒰ ˶• ༝ •˶꒱ა

UI bugs have been addressed by others so I'm not gonna comment on those especially since it seems like you have already fixed them and ready to be posted after the game jam voting.

I can't fully experience the game but here are things I was looking forward to while playing:

  • Switching between the seller bunny and the foraging bunny. I don't know if the game already has this, but I thought it was interesting to have two characters in the game. I'd like to assume that when you are foraging, you collect and when you're selling, you match customers' orders (e.g. black coffee, latte, blueberry-flavoured coffee, etc.) I know you can switch between bunnies, but I wonder if you can also switch jobs?
  • True to the developer's name, there will be kaiju crushing. Perhaps the foraging bunny will encounter monsters when harvesting more valuable ingredients.
  • The space looks bare at the start of the game, so I'm wondering if the bunnies will slowly build a business centre and not just a coffee shop. Maybe new bunnies will be interested in partnership and there will be a town for bunnies. 

Cute game and good progress given you only had 7 days! Looking forward to the updated version :)

Developer(+1)

Thanks for playing and enjoying the bunnies!

Yeah currently you can switch between them but they don't do anything unique in the jam version besides different looks. Currently there's no actual gameplay for running as a barista however I do need to develop that down the line as I'd really like to add co-op where one player can explore and the other run the coffee bar!
But for now when you switch the bunny you switch off of just gets defaulted to auto taking orders.

It's funny you should mention monsters...not anytime in the near future since I have a lot to buff out and add; but there's one update I'm saving in my Trello board called "INVASION" that'll add enemies and combat. I want the game to nail down the peaceful gameplay first but it wouldn't be a me game without some kind of whacky twist down the line.

Yeah unfortunately the park is pretty empty and will remain empty in the post-jam update. Mainly because the first non-jam focused update is going to be adding in the "whole city" which won't be as big as large games but I do want it to be sizeably appropriate for what the game is and will evolve into. During that update I'm going to be upgrading the park a lot as well as NPC general behavior. I want to add a basic "Living" system where they have designated homes, personalities, and jobs. So that factors such as decor and location for when you can buy a cafe become more relevant and actually impactful. I definitely want to make your decisions towards developing your cafe to feel like they do something and it's not scripted even if it takes a while to nail down.

I hope to keep you and as many people as possible interested to see what comes next! I'm not usually super motivated to actually keep working on most projects; but this one just has everything I really love about games in a non-bloated package.

Submitted (1 edit) (+1)

The first time I played, I got stuck after accidentally selecting the option to stay in the wild zone. The second time, I accidentally quit the game on the phone. Since there is no saving system and the initial cutscene is quite long, I did not give it a third try, I am so sorry.

That being said, I can really see the effort that went into this. The art is great, and everything looks very cute. I really, really, really hope you clean up the UI and keep working on the game after the jam!

Developer

Thanks for playing! The UI definitely needs some work and a lot has been done with it but the phone quit should probably prompt a confirmation screen since it's a key part of gameplay

Submitted(+1)

The idea is promising and I personally like the art-style which will come through with some post processing, but I am no visual designer by any means. My recommendation is to focus a bit and polish the controller, since the game is somewhat of a platformer, you can try setting velocity to the characters forward vector instead of the input direction, tweak the rotation speed, then the only thing left will be a way to handle 180 degree turns, or increase the rotation and leave it as is. I liked the jump feel and sound as well. Also, something is not normalized in the direction vector, if I press two buttons, for example, W and A at the same time, the character will move faster.

Developer

Thanks for playing! I actually have added a tilt-shift shader for the world and a light stylized shader on the objects to give it a bit more charm to it (I hope anyways).

I'll have to mess with the controller a bit, I didn't want to try and get crazy with it during the jam. But post-jam would be fine to mess with it some more and get it feeling better.

I'm not sure what isn't normalized but I'll have to double check to make sure the final bit is, I felt it was a little off but wasn't entirely sure.

Submitted(+1)

Nice little game! There were some weird parts though. The UI for doing one thing vs another was unintuitive and would select the one without a border, I think most of us think the one with the border around it is what we are selecting. I also noticed that when I went to the wild area and then went to the zone where it asks you if you want to stay or leave, I hit stay and then couldn't move anymore. When I was in the main area and went to the spot where it asks you if you want to go to wild area, I hit stay, and then was able to walk through the gate into that city looking thing, and the buildings had no collision. Aside from all that, I really liked the idea of collecting stuff and selling it! I died once and had to start repaying debt lol

Developer

Thanks for playing!

Yeah the UI issues while mainly resolved in the post-jam update I'm wrapping up for when the voting period ends; they're pretty annoying in the jam version. There's a highlight around the option the select button will enter, but as a lot of people pointed in the Discord when showing new buttons off the game is very light so having more dark colors should make it a more friendly and sensical experience. Honestly didn't like the buttons I went with but the brain was too shot to change it lol

The being frozen is weird but I know the Wild option selection acts really weird. I even fixed the entire eventing system and it still bugs out; will definitely need to look into it to see what's going on.

The walking through the gates was a worry I had, while I never could make it through I also didn't test it too much. I'll have to touch up that barrier a bit more since you will just fall through the world and there's no way back.

Lol the hospital bill fee and ability to go into debt from it was kind of a joke mixed with a practical "Pokemon" styled excuse but I didn't know how many people would die but glad someone hit it even with the debt.

If you're interested in a second round of it the post-jam update will be out the day voting ends and it fixes up a lot while adding some features and a slightly improved foraging system. I loved how Moonlighter has you dungeon diving and selling loot so I wanted to have a take on the concept :D

Submitted

Nice little game! There were some weird parts though. The UI for doing one thing vs another was unintuitive and would select the one without a border, I think most of us think the one with the border around it is what we are selecting. I also noticed that when I went to the wild area and then went to the zone where it asks you if you want to stay or leave, I hit stay and then couldn't move anymore. When I was in the main area and went to the spot where it asks you if you want to go to wild area, I hit stay, and then was able to walk through the gate into that city looking thing, and the buildings had no collision. Aside from all that, I really liked the idea of collecting stuff and selling it! I died once and had to start repaying debt lol

Submitted (1 edit) (+1)

Nice game! I loved your little intro 'Kaiju Crush Games' :D 
The UI is buggy, the game gets stuck at times but overall a solid game, good job!

Developer

Thanks for playing!
Yeah the UI is my Achilles point lol but in the post-jam update I'm hoping most of it will be fixed up (I think it's a lot better but I'm also bad about trying to break it)

Submitted(+2)

Cute game! I did find some errors though.

1. Some dialogue was cut off because it moved onto the next day

2. It was a little difficult to figure out what button I was hovered over. I originally thought the one I was hovered oved was the one with the border around it. And in the phone, I couldn't see what I was hovering over at all and accidentally quit the game. That could just be my preference though.

3. When I went to the wild the first time, I somehow got stuck after trying to go back and selecting that I wanted to stay in the wild. I couldn't move at all and had to restart.

4. I think accidentally triggered the leave/stay in wild UI twice because it stayed up when I returned to the park. I could still move though.


Other then that, the art and presentation was great and the concept is interesting. Good job!

Developer

Thanks for playing and leaving good feedback!
The UI overall seems to be a killer, which shouldn't surprise me since I packed a lot into it and didn't fix it up as much as I should've. Product of too much game and too little time and brain cells.

Last second I pulled out the pause function on it and it caused...so many issues lol but in the post-jam update coming out that issue has been fixed thankfully.
The buttons are still a WIP in the update, part of the developer bias of "I can kinda tell enough which one it is so it should be fine" and as you experienced it's really hard to tell in the jam version. New version is better, hoping it's a solid change overall since buttons are one of the biggest impact pieces in the game.

The wild entrapment is something I'm still working on, I'm not 100% sure why that dialogue freaks out but I've noticed it even after I fixed up the eventing system. Definitely will need to be fixed in the update coming.

Hopefully I'll be able to make the post-jam update make the game feel a lot more stable and overall enjoyable! And hope some people come back for 2nd round :D

Submitted

Your welcome! The game is great otherwise, and I have no doubt it'll be better once those fixes are implemented. Good job!

Submitted(+1)

I really liked the cute vibes of the game! And that little platformer part was very nice :)

Developer

Thanks for playing! I'm glad you liked the platforming section, it was meant to be more in the game but so much game so little time lol

Submitted(+1)

Nice gameplay

Developer

Thanks for playing!

Submitted(+1)

I accidentally closed the game the first time in the main menu, maybe because the buttons were a bit confusing. But I liked the story and the bunny characters, and there was a bug where I fell in the park, and couldn't get back. Nice game, keep it up!

Developer

Thanks for playing and the feedback!
I did notice the buttons aren't the most readable, I'm going to add a little cursor on the one being selected for the post-jam update after voting. And the park bug I'll have to check out, might be a missing collision box somewhere.

Submitted(+1)

Cute game, but sometimes I didnt have time to read the dialogue as it automatically went to the next scene, and some of the UI was overlaying. 

Developer

Yeah there's unfortunately some underlying UI issues, they're fixed in the new version of the game I'll release after voting but it can be a pain.

But thanks for playing and hopefully you enjoyed it despite the UI issues!

Submitted(+1)

So cute! Coffee and bunnies! Very wholesome. 

Developer

Thanks for playing! The entire game idea was drawn from the cute factor lol
Hoping to up it as time goes on!

Submitted(+1)

really good game, love that implementation of theme !

Developer

Thanks for playing and the compliment! It was fun to make even if it destroyed my sleep schedule :')

Submitted(+1)

Really really cute!

Developer

Thanks for playing and glad you found it cute! 

Submitted

The menu buttons didnt work for me at all.

Developer

They should be working, the biggest issue I've been able to see is sometimes UI can overlap creating issues.
But with keyboard using the arrow keys and WASD keys can be used to maneuver through menus and the Z Key should always be a select input.
Controller utilizes the DPad and Joystick with the X/A button.

But out of my testing I've never seen them not work, what menu wasn't working for you?

Submitted

I tried to click on the button i didnt know i could use the keyboard. I will try it again now.

Developer

Yeah I didn't spend too much time on the mouse controls for the game it's all keyboard and controller based for the moment.

Submitted(+1)

Really cool art and animation. Game has intresting game mechanics, but UI needs refinement. Good game in spite of that.

Developer

Thanks for playing! And yeah once I really playtested it I found out a lot of the UI doesn't play nice. I was able to salvage some of it (using the phone at the wrong time used to hardlock the game in pause mode...) but definitely on top of the to fix list.

I'm aiming to get an after-jam update to fix it up and add a little more.

Submitted(+1)

The menu buttons and controls are not so easy. 

Nice game, keep it up

Developer

Thanks for playing! The UI definitely needs some work, on top of the list of to fix currently.

Was there other controls that were difficult and why? I definitely want an easy to use experience and good game feel.
Also how did you feel about the dialogue feel? I felt it was still sluggish even after some work; but wasn't sure since I was tired of going through it lol