Took a while to figure it out how it worked, but it's a nice game
although it's hard to know if you're close to an enemy (or however you want to call the red blobs ;) )
Nice work :)
Criteria | Rank | Score* | Raw Score |
Sound effects | #17 | 1.591 | 2.250 |
Deliciousness | #26 | 1.591 | 2.250 |
Game play | #26 | 1.414 | 2.000 |
Game design | #26 | 1.768 | 2.500 |
Overall | #26 | 1.616 | 2.286 |
Respect of the limitations | #26 | 2.652 | 3.750 |
Graphics | #27 | 1.591 | 2.250 |
Music | #27 | 0.707 | 1.000 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
Me and some friends
Cookies eaten
0 :(
Software used
Unity, Doodle Studio 95, The Voice Recorder Thing On Windows, Photoshop (unused asset)
Took a while to figure it out how it worked, but it's a nice game
although it's hard to know if you're close to an enemy (or however you want to call the red blobs ;) )
Nice work :)
So I just gave it a play through (didnt win). I really like the use of the cash to display text to player, it really helps to create a sort of reveal with every object and makes things feel important. I did worry when I was placing items on the cash because it felt like I was going to get eaten (by hearts, err, sometimes top hatted hearts?). The concept is a super new one to me, I think its got some room as well for some really different directions if you guys want to build on this.
Be it a score-attack style or a game that makes you make decisions to buy specific items while on a budget all while being attacked. I know in real life that going to a cash at times, I try to guess the exact number for the price of the whole thing. Forcing players to use that sort of real world intuition could really help flesh out a sort of survival-shopper.
GG
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