You've put together a really cool concept and mechanic here, I like that you physically shake up the bars and the candy bars themselves are a great fit for how the playdate handles sprites and collisions, I thought that was a particularly clever choice.
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uguu.org
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https://github.com/uguu-org/picky-treats
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really fun concept!! not to draw comparisons, but it kinda reminds me of that "wanted" minigame in the original DS mario? where you had to pick the yoshi out from amongst a crowd of warios or whatever hahah
the shaking is a really neat mechanic, super well-implemented and responsive — weird stretch, but it makes me wanna see a dice game with a similar look & feel LOL. the 'fake' candy bars are also really fun to read even if they're not the main thing i should be picking. FOOBAR: a defining example!™
Love this! You’ve got something here, for sure. The mechanic of picking one thing from a pile is very engaging and has a lot of promise.
I wasn’t sure how far I was through the game, so I think that could be made more clear.
And if you plan to go forward with this I would add some risk to counteract the reward. Right now you don’t know how wrong you were until the end of the game. IMHO it could be shown at the time a selection is made, using sound or some juice to shake the screen by an amount that changes based on how less-than-optimal the choice was.
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