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A jam submission

Ooktalook's ImaginariumView game page

Ooktalook Humperdink's Toy Shop and Imaginarium - Godot Wild Jam 80
Submitted by waxinformatical — 1 day, 3 minutes before the deadline
Rated by 14 people so far
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Ooktalook's Imaginarium's itch.io page

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Godot Version
4.3

Wildcards Used
All, to some degree

Game Description
Working the stock room for a toy shop, you must keep up with demand for parts. The shop depends on your vigilance and stamina.

How does your game tie into the theme?
You have little control over the rate of production or the demands of the customers and other workers. Lose your concentration and things devolve into madness.

Source(s)
N/A

Discord Username(s)
waxinformatical

Participation Level (GWJ Only)
1

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Comments

Submitted

I like the idea that not turning off the buttons causes the room to get flooded by shapes and how they get pushed around. I struggled a bit with the controls and kept wishing I could move faster. Fun concept

Submitted(+1)

Amazing concept! It was quite challenging with the controls and speed in a good way, loved playing around with the shapes' physics too!

Submitted(+1)

haven't played a game that required left vs right clicking precision before so this was a challenge and got a bit frustrated at times with my misclicking haha. Also related to the fellow as I too have little control over the demands of customers and lose concentration throughout the chaotic workday. Great interpretation of the theme! Cool game!

Submitted(+1)

I just kept forgetting to turn the production off and was getting slowly buried under the shapes)) Nice idea and implementation! Seems well balanced to me.

Submitted(+1)

Great job with the theme. I had a blast running around pounding coffee and filling boxes. I did get into a tight spot at one point when I let the triangle machine keep churning out triangles until I was completely boxed in, but what's a worker to do?

Submitted(+1)

That's a really good interpretation of controlled chaos as a theme. Took me a minute with the show and tell to figure out how to play. But once I did, it was a good mix of challenge. 

Submitted(+1)

The constant spewing of shapes is a nice hook to the game, I had to balance spitting out enough to push shapes closer to the conveyor belt but not so many that it'd clog my route. I'm glad that failed boxes keep the shapes that are still inside them, that was a nice touch to make partial fulfillment still feel worthwhile. I think understand the intent behind separate clicks for moving and picking up to encourage more precise movement, but it felt a little clumsy sometimes and maybe a unified move and select command could work. To be fair though, I'm a chronic spam right-clicker from playing DotA and once I slowed down it felt a lot smoother.

Developer

Thanks for the feedback.  The right-click for movement was intended to appeal to MOBA players out there and was easier to implement besides.  I had considered adding a unified command in the extra day, while also considering an android port for the jam, but opted for sleep instead.  Still might do so in the future.