I love graphics. The animation of angry character is very funny. Good job !
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Market Mayhem's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #487 | 4.134 | 4.134 |
Overall | #1263 | 3.527 | 3.527 |
Enjoyment | #1731 | 3.164 | 3.164 |
Creativity | #2389 | 3.284 | 3.284 |
Ranked from 67 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?
You play a shop keeper trying to keep the moody heroes happy
Did your team create the vast majority of the art during the 48 hours?
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
We used pre-existing audio
Comments
This is such a fun game! I love how the game builds up in difficulty as you play. I was too slow to get Link their book so they decided to absolutely destroy me for taking too long.
Wow to the game art! Did you do all that in just 48 hrs along with other development stuff? Dang.
I don't get along well with that fake-Link dude, tho. He is mean to me. lol
Awesome art! I feel like the gameplay could be tweaked a bit better tough. But overall it's very well polished. I really like the voice lines of the customers, they add a lot of character.
Love how the wizard is muttering something about a spellbook :D
Very cool idea! It has potential but there is not much to do right now
I would say tho, maybe just by tweaking values like how much time does something need to make would make some interesting situations like "do i wait here and priorize giving the item or do i go make something else?"
Thanks 🏪! I know what you mean, we totally ran out of time and just stitched everything together. Personally I think the game needs a bit more than just value tweaking. I would focus on making the crafting more involved, add variants to the heroes, make it so heroes only show up once per day, balance the level out a bit (ppl get stuck on the tables a lot), and then focus on the difficulty progress. I'm glad you saw the potential I think the game turned out pretty good :D.
A pretty cool game. The art is great, and I love the concept of mixing the stressful overcooked-style gameplay with enemies that you have to dodge. However, I'm personally not a huge fan of the gameplay. It's not very interesting, and it's only stressful until you realize that angering the heroes doesn't really have any serious consequences most of the time. Most of the heroes don't pose a threat in the slightest, especially the goblins.
Thanks 🏪! Thanks for the feedback. I somewhat agree that the heroes don't pose a huge danger. It a bit complicated why that is tho. For starters we had to balance the game out for both skilled players and beginners. Originally the health system was going to be 1-3 hearts, but we decided on adding more to just make the game easier. We wanted to have a bit more in depth crafting but we ran out of time for that. We wanted it so only one version of a hero would show up at a time, with later levels having variants of heroes who were more powerful. This would make the heroes feel more special and "heroic". But we ran out of time to do that as well. The goblin is by far the weakest, which is why theres a special event just for him on the twelfth level.
I got pulled in by the amazing thumbnail! the art style is pretty good and I get some overcooked vibes in the gameplay. It looks very polished and it was nice to play the game.
The only little thing that felt unnecessary is that the customers deal damage and don't just create annoyance, it didn't seem to matter much to the gameplay if I ended that day with hapy or unhappy customers...
Anyway, great game :-)
Thanks 🏪! Ya we ran outta time to add any long term effects to making customers happy or unhappy. It would have been pretty awesome to have some store progression from that. The heroes throw a tantrum and try to kill you if you piss them off. The hope was to create bullet hell overcooked like game, where u were having to balance creating the good for the heroes while dodging their attacks. It would have been fun to expand the crafting system, but we ran out of time. I think the whole project was a bit more ambitious for 48 hours.
I'm in love with the art style ! The gameplay is a bit stressful but it keep me entertaining, nice work
The splash-art really caught my attention!
Cool artwork, both the characters and the interior. I got so surprised when I missed to give the kid his potion and all of a sudden he had a tantrum.
Would be fun to imagine what other twists there could be.
Great game! I loved the creative twist that whenever you failed getting a customer their item, they start attacking you and become an obstacle instead! The presentation is also very lovely, and gives a nice charm to the whole game.
That was fun! On the last level, I thought the genre of the game had seamlessly changed to "dodge enemies", so I watched those hilarious goblins for a while :D
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