Wow, the art is super cute, and the dialogue system is super unique. I LOVE the concept of having your head explode after only 7 options, that's genius, really playing into the needing coffee trope, brilliant idea. Really great work!
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Coffee Quest's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #38 | 3.293 | 3.909 |
Fun | #40 | 2.910 | 3.455 |
Accessibility | #53 | 2.527 | 3.000 |
Overall | #53 | 2.779 | 3.299 |
Graphics | #54 | 2.834 | 3.364 |
Controls | #58 | 2.604 | 3.091 |
Audio | #65 | 2.604 | 3.091 |
Theme | #67 | 2.680 | 3.182 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
3.2.3
Wildcards Used
N/A
Game Description
Talking with people before your morning coffee is tough. Try not to explode.
Source
unsure
Discord Username
N/A
Comments
This was a lot of fun! I loved the art, sfx, and dialogue. And you have a very creative use of the theme! I was a little bummed though, I wanted to experience all the interesting dialogue options but I didn't want to explode lol. I did manage to make it all the way through the game, though I did bypass the troll without ever getting scooby snacks and I'm not sure if that was supposed to happen. It was really anticlimactic that nothing happened after I finally got my coffee. I think it would be cool if, after you get your coffee, you can handle longer conversations without exploding, but I know that would be harder to program.
(Time link isn't working but it starts at 1:03)
Yeah, in the hectic rush at the end, we forgot to add any sort of win screen. I do actually really like the idea of being able to freely converse with people after you get your coffee.
You are supposed to be able to bypass the troll. There are a couple paths through the town, but rushed map design at the end led to it being unclear that the alternate routes were intended (though, the out-of-bounds routes were... less intended).
Also, I had a lot of fun watching your video. Always exciting to see someone react to a thing I worked on! Going to watch the rest after finishing this reply :) What you got from the salesman, by the way, was... an invisible treasure chest! I may have introduced a bug in the last few hours that made every interactable element (including the chest and the coffee shop door) invisible after you talk to the salesman. Woops!
I like the 7 response-head-explode mechanic. It added some interesting tension to the conversations.
There were quite a few visual glitches, could walk through buildings, etc., but I’m sure you know about those.
I found the jumping around to different locations (moonshine guys, salesman) a bit disorienting. When I left the salesman I just walked south to the mime, not sure if I was supposed to be able to do that.
I did end up buying coffee (no milk or sugar, just how I like it), but then nothing happened. So I’m not sure if I won?
Overall, I enjoyed the play through, the dialog was funny.
Thanks for playing! If you got the coffee, then you won (despite the lack of any indication)!
Yep, we ran out of time so the map is half-finished. We planned to have a town with a couple different routes you could take through it, but by the end we kind of just threw every area onto one map and teleported the player between coordinates. After you finish the salesman encounter, you get teleported next to the coffee shop. I definitely get how it was disorienting.
Glad you enjoyed the dialogue. For a primarily interactive fiction game, I count that as a win!
Hi rhitakorrr, I liked the concept of exploding within 7 responses. I was nervous to talk to anyone, and the forced encounters were stressful. I exploded at the little girl. Apparently demanding the helmet doesn't get the job done.
Good job on the game ... I really empathize with the main character having to deal with these situation without having had the morning coffee haha. Like it!
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