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Chicken Coup's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality (score low for unoriginal, high for original ideas) | #12 | 4.042 | 4.042 |
Adherence (score low for poor theme implementation, high for sticking to theme) | #22 | 3.958 | 3.958 |
Overall | #26 | 3.813 | 3.813 |
Legitimacy (score low for jam-spam, high for authentic "in the spirit" entry) | #26 | 4.458 | 4.458 |
Impression (score low for unimpressive, high for impressive) | #37 | 2.792 | 2.792 |
Ranked from 24 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Nice game. It's almost like "reverse golf" in that you are specifying where the "ball" is, then the player is going to that. Great that you had time to add more food types. I couldn't hear any sounds on my PC, so would be great to add them if you have time in the future - it would really add to the atmosphere.
Sound will definitely be added, but I only got my game engine to the minimal viable product in terms of making any sort of game in it.
The engine was also lacking animations and sprite sheets during the jam, hence the absence of any movement from the characters... so I just leaned into it looking more symbol based.
It definitely wasn't a game I ever imagined I would make, but I am interested to see where I can take it. I like the idea of not directly controlling the character but it responding to your actions in a deterministic manner. I've made a few tweaks (and created a new food type and level) since the jam based on some of the feedback I received and it improved the playability significantly.
Interesting comment re the animations .. I didn't even notice, which means that you used that limitation well :) It just felt like a fun aesthetic :)
I didn't know chickens liked coffee!
I turns out chickens do love tomatoes, and do eat lemons... but the animal welfare advice I have read since posting the game strongly advises against giving them coffee! While not on my itch build (waiting for the jam to finish) I've now also made the coffee slow down the game time, like bullet time. It doesn't give any mechanical advantage (as it affects everything) but it could provide players with a little more thinking time.
Fun and enjoyable! Nice one
A very enjoyable game! Nice work!
Pretty cool game, reminds me of those old RTS games where you have few heroes to complete an objective. Desperados or some missions in Command & Conquer games.
Probably the first game I ever finished (long ago) was a total conversion mod of Red Alert to best turn it into all the prelease rumours of Tiberian Sun after reading up on the game and chatting to some of the game developers on ICQ while the online fanbase patiently awaited the continually delayed game.
The game that most inspired this though - is a game called Hades Star. It features point to point movement, with all the ships being points with area of effect radii, and the game logic and computer controlled ships following deterministic logic. I felt these elements were well suited to a systems based puzzle game.
I didn't have time to fully realise this as up until 2 hours before the deadline I only had my test level (which became level 5) and quickly through together levels 1-4 as a sort of tutorial of the ideas.
Damn dogs, Always after my chicken
Interesting game 🤔
Fun game! I would love a preview of the area that will be affected when you click, it would make things a little easier to plan :)
Thanks for the feedback. Yeah I agree, I am thinking of having a long touch-hold / mouse-hold preview the drop radius to make planning a lot easier.
I could add mouse hover, but that's harder to do on touch devices and I don't want to give one device type an advantage the other other doesn't have.