Fun game! I think maybe a zoom out to see the entire restaurant at once would be a really appreciated feature. Good job!
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Waiter Of The Sumo's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #788 | 3.658 | 3.658 |
Overall | #1011 | 3.342 | 3.342 |
Fun | #1047 | 3.211 | 3.211 |
Presentation | #1912 | 3.079 | 3.079 |
Ranked from 38 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
The Player Character and the restaurant are out of control.
Did your team create the art for this game during the 48 hour time slot?
We created all art during the game jam
Did your team create the audio for this game during the 48 hour time slot?
We used pre-existing audio
Comments
Very fun game, the ragdoll physics worked really well lol. I think that the strengths were the humorous feel to the game and the general atmosphere. It was fun watching your small yellow character trying to serve huge sumo wrestlers. However I do think that there is an issue with the sumo AI, they looked really strange, even for a ragdoll physics game. They kept walking into tables which didn't look right and at some point started following me around with no explanation. Another thing that probably needs work is that it was very difficult to interact with things. I was literally unable to pick up some of the food and it was very difficult feeding it to the wrestlers. However, overall the game has a lot of potential and it fitted the theme really well, good job!
Great music and whacky physics, but think the customer AI was a bit wayward - was mostly just waiting for them, to show up? But as a neat sandbox to 'drunkenly' stagger around in, good fun
Really enjoyed the concept and the implementation. The UI and handling need a bit of work for any more formal release but this is amazing for 48 hours. I would really play test the ragdoll physics with a lot of people and maybe a slightly turned down implementation. It's hilarious, but we don't spend super long in games during a jam and I can see it getting annoying after an extended session :)
Keep up the great work and I can't to see what comes out of it.
The physics are good, but only one customer came and it got stuck in a chair, so I couldn't play.
I dont know how long it takes for guests to show up? first time i played they showed up really quick, 2nd time it had been hours and no one came :( maybe its a bug? cute game though, really funny concept
This is a silly game. Maybe you could have the orders show up in the UI or make the room smaller, because wandering around trying to find the customers was the least fun part. The music is a funny contrast.
An entertaining game, for sure. All I could do while I was playing was think of various quips that our out-of-control waiter friend here would be muttering to themselves while they do their job. Flirt with a steak. Think a lemon was their brother. Try to hit on the furious customers. The music fit the goofy mood, and the art style definitely complements that feeling as well. Nice work!
Also, bad fan art for you:
A fun restaurant game, with wacky physics. Very nice!
Though it didn't make run around and panic as much as I'd like too. And I wanted to panic!
I would of liked more "number of" customers and more frequent customer demands. Each time I played I only ever had a max of 2 customers and they would only order something every 3-4 hours. And it didn't feel like I had to rush.
Also nothing caught fire for me. Not sure why, but please make sure things catch fire. xD
Regardless of the issues, I had fun. Nice work!
This game was a lot of fun! The art was clear and the mechanics involved in cooking made sense, and the hectic music added a lot of out of control fun! Excited to see what y'all do with it after the jam!
I couldn't have picked a better audio for this game myself.
Great originality! I like the ragdoll physics and it really makes you feel like a drunken waiter. I like the fact that the input food items sometimes change on you; it helps add to the chaos and 'out of control.'
I think the only thing I would really improve upon would be the camera angle, but I saw that you mentioned you ran out of time on that which I totally understand. I will also throw out the idea of perhaps experimenting with a minimap? Or at least something that shows you what orders the customers want next, instead of having to run into the dining room every time to find out. But overall, great job!
That was a lot of fun! Felt like controlling a marionette and the AI was really funny too. Amazing job!
This was a fun game. It sort of glitches out when you grab food from the dispenser but it's so funny I hope you don't get rid of it. I really appreciate the controls. You don't have to be near a food item or facing it in order to pick it up. It snaps into your hand. I also think it's really funny that some customers straight up want raw beef. A big improvement that I think could help this game is a minimap, since the viewport is so tiny relative to the rest of the room. I like this sort of game (usually I play it as a top-down 2D but this works too), and it is extremely helpful to get a lay of the land before customers come in. I wonder if that unused space is going to be used for something in a later build?
Over, I like this.
We wanted to improve the camera angle but we were short on time sadly. The spaghetification glitches were kinda an anticipated effect of using a ragdoll player character (and I personally don't know an efficient way of preventing it). Minimap is an interesting suggestion so I'll look into that when we work on the post-jam release.
I'm very glad that you liked our game and had some fun. :D
This was a lot of fun even though I mostly just ran around not doing what I should do xD
I liked the combination of the music and the dance-like movement of the chef while not carrying anything. I actually just spend a lot of time just dancing around. Would work very well as a classical dance simulator. Serving the orders felt buggy since I wasn't rewarded any points after fullfilling them.
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