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A jam submission

Super Marketcart Grocery Rush DeluxeView game page

Racing through a supermaket with a trolly and causing havoc along the way!
Submitted by KelvinHM, DrChocolates, fanngaipui — 21 minutes, 42 seconds before the deadline
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Super Marketcart Grocery Rush Deluxe's itch.io page

Results

CriteriaRankScore*Raw Score
Innovation#43.8753.875
Presentation#64.0424.042
Sound Design#73.7503.750
Overall#73.7993.799
Accessibility#93.3753.375
Art#113.9173.917
Theme Integration#123.8333.833

Ranked from 24 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Which path did you choose?

Fresh Build

How does your game bring our theme, OUT OF TIME, to life?
The game requires the player to collect items before time runs out, thus creating a rushed and urgent feel to the game.

What did you do to ensure accessibility of the game?
Multiple settings are available, e.g. FOV settings that can ease motion sickness. Also controller support

Did you include the Indieformer or Patch Notes logo somewhere in your game?

Yes

If AI was used in your game, let us know how you used it.
No

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Comments

Submitted(+1)

Very nicely executed entry!

I thought the music, sfx, and vfx all contributed to the chaotic sensation of steering an out of control cart!

For keyboard/mouse controls, I may not be used to this type of game, but I felt like using the same hand for turning and strafing was a little cumbersome.

Creative idea, great presentation, sound, art, and theme integration, overall awesome job!

Submitted(+1)

Very nicely executed entry!

I thought the music, sfx, and vfx all contributed to the chaotic sensation of steering an out of control cart!

For keyboard/mouse controls, I may not be used to this type of game, but I felt like using the same hand for turning and strafing was a little cumbersome.

Creative idea, great presentation, sound, art, and theme integration, overall awesome job!

Submitted (1 edit) (+2)

Trying to return the favour of your much appreciated constructive criticism!

This is an incredible game jam game, well done, I'm inspired!

Loved:

  • The camerawork you do to set the stage and start the game is really polished, that's something I'm going to steal, great attention to detail for a jam game!
  • The cart falling over and spilling everything was fairly devastating, which I'm sure you were going for, and that definitely hit. The physics in general are really satisfying, I love the way things fly off the shelves!
  • The input feedback and game feel is fantastic, when you run into something you feel the impact. The speed lines (I'm not sure the technical term for this), the trolley tire tracks, they really take the game up a notch in terms of quality, great job!

Suggestions:

  • Could be just a skill issue but for me personally the momentum builds up too quickly, I don't feel like I really have enough control.
  • The ingredients being random every time disincentivised me to try and improve my time since it's essentially just random how quickly you can go. I would have personally preferred a loop more like Explore -> Race -> Improve.
  • The levels feel a little too empty, I think a handful more destructible objects would take this game to the next level!

Really great project overall, congratulations!

Developer(+1)

Thank you for playing and for all the suggestions! I think these would go really well when we further develop the game, especially the explore race improve loop gameplay cycle. We'll keep these in mind when deciding how we want to proceed with our game.

Huge thanks again, and glad you enjoyed our game!

Submitted(+2)

Love the game!
It felt very intuitive and the art direction also works very well!
The only downside for me is the performance but what can you expect in a short time (including having to run it in the browser)

Developer (1 edit)

Thank you for playing! I hope you still enjoy the game despite performance issues.  We've tried to make the game as performant as possible, so I am quite curious what FPS you are getting when playing the game?

You could turn on FPS display in the settings menu :)

Submitted(+1)

I think around 45-60 fps. 

Developer(+1)

Alright, so not hitting that 60 fps cap... great...

Big thanks for the help!

Submitted

I think the issue is also that running games (mostly 3D) is a hurdle on WEB.

Submitted(+2)

I Looked At This And Just Froze, The Game Is Great, You Could Take This Version Directly And Post It To Steam It Would Do Great. Congrats And Tbh I Think You Will Win The GJ!

Developer(+1)

Thank you for playing! And thanks for the kind words too!

Submitted(+2)

If you told me this was a fully finished release and not made in 10 days for a game jam, i would believe you because DAMN this game is so well made.

great game overall, nice job!

Developer

Thank you for playing! Ha ha, I guess polishing really makes the game look complete

Submitted(+3)

This feel like the level design and the objective go Against the selling point of the game(greatly). Items were hard to spot and slowing down felt wrong doing so. The first level was fun to move around, but the objectives were killjoy, the second level felt like funs were taken away.

Overall, the game is looks undeniably polished, and I know that, the game balance isn't something to expect from a fresh build. If there will be an improvement, I would really like to look forward to it.

Developer

Thank you for playing! Sad it didn't work out as we hoped, but we really appreciate your honest criticism! This would be super helpful in improving the game.

I've been trying to process what has gone wrong for a while, and I think I am understanding it now. It's probably the discrepancy between wanting to go fast (for fun) and needing to go slow (objective) in the same game, and causing conflicts with each other. (The sonic problem?) I'll admit that the second level is probably the worst offender, given how it's laid out and how random items are placed.

Not sure how to fix that right now, but I do see quite a lot of avenues we could take. Maybe doing minimap / placing crazy taxi style effect around items / or spread them out more (have you tried level 3 that might feel better? yet it's quite difficult).

Anyway, thanks again for the comments, and I do hope you still had a great time playing our game regardless!

Submitted(+2)

omg this is one of the best games i played so far, i played this for a while, the replayibility of this game is impressive and i liked all the references and most importantly the PHYSICS everyone loves physics it's so funny how i would destroy an entire shelf just to get at the end one item or sometimes nothing XD this game is so fun, you really cooked my friend good job.

Developer

Thank you for playing! Glad you enjoyed the game!

Submitted(+2)

I really appreciated having the FOV settings. People who don't get motion sickness might not realize it, but for someone like me who suffers from it severely, it’s a huge plus for accessibility. Also, adding human characters like in Virtua Cop 2 could be interesting. I had a great time playing.

By the way, what do the white icons to the right of 'LAP' in the top-left corner mean?

Developer(+1)

Thank you for playing! As a fellow motion sickness person, I felt like FOV is a must in terms of accessibility when it comes to 3D first-person games. We are super happy to see our efforts get noticed :)

The white icons are actually bonus collectables that could be found around each level. These being the indieformer gem , the jamlystics jam , and a gold bar . All of these were meant to improve replayability and encourage players to explore the map a bit more. Should have conveyed that more clearly, but sadly got left in the to-do piles.

Submitted(+2)

cool game! 
takes a bit to get used to but its really fun to jam into stuff with your cart. Also the game's presentation is great and i really like your UI design.

Developer

Thank you for playing! Glad you enjoyed the game!

Submitted(+2)

Wow, this game is fun!

Driving and drifting the cart feels really satisfying, great job!

I did often hit objects that caused the cart to get slightly stuck. Not completely stuck, but turning or getting away from those objects was a bit difficult.

I think if you continue polishing this, refine the movement even more, tighten the controls and increase the juice, you could be looking at a game as successful as Goat Simulator.

Developer

Thank you for playing and your nice words! Glad you enjoyed the game. 

Getting stuck on objects really breaks the whole flow of the game, and while we've tried to alleviate it as much as possible, it sadly still occurs from time to time :( Hope we can get a fix soon...

Submitted(+2)

Great work! I really liked the level of polish in the game and your project page — you even managed to make a trailer, which is awesome. The controls felt a bit difficult for me since I’m not really a racing fan, but that’s a small thing. Overall, you did a titanic amount of work for a jam. Great job!

Developer

Thank you for playing! I guess it is already a win for us, making a non-racing fan enjoy our game!

Submitted(+2)

That is a really cool 'driving' game.  It was a little difficult to get the hang of, so I'll have to come back and try again.  I really liked the clean look and feel.  I know for sure that next time I'm pushing my cart around (and I often do), I'll be flying through the aisles and thinking about this one.

Developer

Thank you for playing! I totally understand that feeling, and I've been dreaming to do that with a trolley for quite a while now if I have to be honest XD

Submitted(+2)

Great job team! I really enjoyed this game, it took a few rounds, but got the hang of it!

 I think my favorite thing about this game is it requires the player to have this risk/reward mentality, because you don't want your cart to become overly heavy or you could lose control and drop your items. This design made me treat it more cautiously and more like a puzzle game instead of a high action/speed game. Which was an interesting juxtaposition. I like how the levels go up in difficulty and strategy as you progressed. First one is teaching you the game, everything kinda sticks together in an order. Second level everything is mixed so you have less control on what goes in your cart. Third level... LOL. Most of the items feeling (weights) felt pretty solid to me and made sense.

I liked how each level had little easter egg bonus items to pick up. That was cool! 

Control of the cart and food felt good on controller, but I didn't really like the binds for turning on keyboard. I also encountered a bug on the second level a few times that ended my run on lap three where I would get Ham and it didn't spawn on the map for me. I pretty sure I looked everywhere. But after another attempt I was able to pass it. 

Art really conveyed most items. I think the only item I got confused from a sprite perspective was the chicken(?) and eggs vs potatoes. Other than that was easy to tell what things were! I liked all the little effects for checkout and the money signs spreading on checkout.

Sound FX were great and gave good user feedback for when you could trigger "smashing" a shelf, checking out etc. Music was great as well.

Really enjoyed playing this one y'all!

Developer(+1)

Thank you for playing and for the nice and detailed comment! Given that we have more people and time on our hands, more polishing and glad this worked out nicely. The third level is done at the last four hours before submission, so please don't judge too harshly on that one (wink wink), but at least it's doable! 

We've discussed rebinding for a bit, but sadly, it came out too late into development, and we just don't have time to do so. Some playtesting after submission and deadline makes me wonder if it is easier to swap out QE and AD, but I guess after working on the game for too long, I've got too used to the current controls so... 

The Ham problem in the second level is known, and I wish I had known this earlier. Hope this didn't break the enjoyment too much

...

Wait, I don't recall drawing a chicken. Are we playing the same game? JKJK

Anyway, thank you for playing!!

Submitted (1 edit) (+2)

This is game is actually very fun! Crashing into things to get your items. It feels very good controlling the cart in high velocity.

The third person camera could be improved by zooming out more and maybe using the LMB to control the camera 360 degrees. Right now it is locked in one angle which causes me not to see my surroundings.

Developer

Thank you for playing! I don't know if this is a fix, but maybe adjusting the FOV might help? Controlling the camera 360 degrees might be interesting, and looking around is quite a useful feature in most racing games. This surely is something we can look into in the future.

Submitted(+2)

Haha we both had the same idea of going for a supermarket game but went for completely different game loops! Your music was amazing, and the art too! Controls were kinda hard to pick up, but once used to them, I actually really liked them

Developer

Thank you for playing! Just played yours too, it's good to see another supermarket game this jam to be honest!

Submitted(+2)

The controls were pretty janky but the graphics were really nice.

Developer

Thank you for playing! The controls do take a bit to get used to, but I hope you still enjoyed the game regardless!

Submitted(+2)

I wish I could rebind the keyboard controls! That said I can understand why there's separate controls for sideways movement and turning.

Almost managed to beat level 1 on the third try! Most of the challenge was in keeping the cart upright, which feels pretty hard to do on slopes.

Great job on the music, it's a bop!

Developer

Thank you for playing! Have you tried playing with a controller? I've heard it's really nice. The physics for going down slopes is really hard to nail down nicely, and we might need to spend a bit more time on that. Anyway, I still hope you enjoyed the game!