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A jam submission

FoodgitivesView game page

Stop ingredients from becoming dinner in this jazzy action game for 1-4 players
Submitted by Solo Man Games (@Solo_Man_Games) — 7 days, 18 hours before the deadline
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Foodgitives's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#24.2004.200
Graphics#53.8003.800
Overall#53.4003.400
Gameplay/Design#92.8002.800
Fun#102.8002.800

Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

What would you like feedback on?
* What genre do you think the game is?
* How fun is the game on a scale of 1-5?
* How balanced is the difficulty on a scale of 1-5? Did you play with Keyboard or Controller?
* Is power-up collection clear and enjoyable?
* Would you replay the level to improve your time score?
* What one change would improve the game most?

What did you update?
* 3D models/art
* 4-Player Couch Co-Op gameplay
* Power-Ups to collect
* Hazard items to avoid
* Keyboard support (Gamepad already supported)
* Controls to spin platform

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Comments

Submitted(+1)

(I already left this comment, but I'm reposting using my team's Post Jam 10 account. Sorry about that!)

What genre do you think the game is?

I think it’s a party game. Unfortunately, I only got to play it single-player so I probably missed an important part of the experience.

How fun is the game on a scale of 1-5? How balanced is the difficulty on a scale of 1-5?

Well… maybe I’m just not good at this sort of thing, but the game is crazy difficult for me and feels pretty unforgiving. 😅 I love the bright, jazzy vibe though.

Is power-up collection clear and enjoyable?

It wasn’t clear to me what effect the powerups had.

Would you replay the level to improve your time score?

In its current state, I wouldn’t replay it to improve my score. The difficulty is too high for what the game is, at least for me. However, I know things might be different if I played coop.

What one change would improve the game most?

Clear, gradual build. Start easy and ramp up the obstacles over time.

Side note: I like the aesthetic. Fantastic job with the real-time slicing effect.

Submitted(+1)

* What genre do you think the game is?

puzzle

* How fun is the game on a scale of 1-5?

5, its a lot of fun

* How balanced is the difficulty on a scale of 1-5?

4 meaning almost perfectly balanced difficulty

* Is power-up collection clear and enjoyable?

Yes and aggravatingly just out of reach

* Would you replay the level to improve your time score?

Yes a few times I did

* What one change would improve the game most?

Submitted(+1)

What genre do you think the game is?
Probably a party game. 

How fun is the game on a scale of 1-5?

Quite fun. I spent quite some time just messing around

How balanced is the difficulty on a scale of 1-5?

I think the difficulty is too high. Whenever I got more than 10 secs I feel like it was more due to luck than skill. Thought that's not necessarily a bad thing for party games.

You can only control the board to move the ingredients. But jumping to avoid the hose will require movements that would send the ingredients falling. Perhaps that could use some balancing. You could add some anticipation/predictability by stopping the hose movement to foreshadow that it's gonna shoot.

Is power-up collection clear and enjoyable?

It wasn't clear what the powerups did or how to use them.

Would you replay the level to improve your time score?

Maybe for a bit. But I'm typically the type to never bother with highscores.

What one change would improve the game most?

Maybe adding lives so that you aren't killed immediately after a mistake. Could also be a powerup

 Other notes:

Artstyle is nice and goofy. A good fit for the game.

I guess this is unrelated but I would play a bullet hell/bossrush game with each stage being a cooking step. The hose/ chopping knife combo would make for a fun attack pattern in a game with more precise controls.

Overall, good job. I think it has potential as a party game if you work out the issues.

Submitted(+1)

What genre do you think the game is?
It's a party game!

About the fun and difficulty,well, I played it alone, so I don’t know if multiplayer makes the game more forgiving or if there's a respawn mechanic or something like that. Playing solo is really, really hard. The power-ups don’t help much, and it’s also confusing to pick up items that don’t do anything right away while others do. To this moment, I still don’t know what the green sphere is for.

Also, I didn’t know that you could ONLY equip items after surviving for 30 seconds. They aren’t that useful in the first place, and when you use them, the icons don’t disappear, making things even more confusing.

The game is still in development, so these things could be fixed without much trouble. For example, after losing, you could have the option to change items whenever you want. As I said, they aren’t even that strong, so why not let players experiment? But the most important change is the balance, it’s very difficult and feels more like Flappy Bird because you lose with the smallest misstep.

The hazards are fine, but they all appear very fast at the same time right at the start. It would be better if, at first, hazards appeared one at a time with some breathing room, then gradually increased in frequency to ramp up the difficulty.

The game’s UI is clean, and the presentation really gives off a fun party game vibe, just pick it up and play. The effect of the fruit getting cut is also well done. The sound and music are amazing, I have no complaints there. They’re fun and satisfying, great work on the sound design!

I really think there’s a fun game here,  it just needs some adjustments to make things clearer and less frustrating.