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Cauldron Chaos's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #14 | 3.826 | 3.826 |
Sound | #16 | 3.696 | 3.696 |
Overall Good | #25 | 3.000 | 3.000 |
Overall | #28 | 3.217 | 3.217 |
Modifier | #29 | 3.174 | 3.174 |
Gameplay | #41 | 2.826 | 2.826 |
Overall Bad | #54 | 2.783 | 2.783 |
Ranked from 23 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
If you have implemented the modifier, how have you done so?
Chaotic Sound Design, at times ASMR, other times potato, with a few memes snuck into it.
Any additional information for voters?
Never judge the book by its cover
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Comments
This was really interesting!
First off, I love the big blobby enemies and the different weapon types! I think after A bit of trial and error I managed to work out what does what, and started to make a good run a the monsters.
I will kinda admit I'm not 100% sure what cooking does between rounds? Though I like the mechanic of being able to move the cauldron between waves!
Story was also pretty funny! and UI design is absolutely lovely!
Thanks for taking part in the jam!
This was really cool, but also a bit confusing mechanics wise.
I loved the art, I like the sounds, the reloading visuals are REALLY cool. Almost to the point they might be too good for this jam. The multiple ammo types are a cool idea, and I like the concept of having to cook recipes to get different ammo types, but I didn't actually have to cook to get ammo? And some of the ammo types seemed useless, specifically that bubbly one.
The ammo types that did have an effect though I thought were cool. Like the water ammo that would kill the fire enemies, but have no effect on stone enemies and then grow the water and wooden enemies. That was REALLY neat.
But I also had no idea how long a wave was, it felt almost longer than some jam entries. I think I got to wave 3 before I had to stop. And also I noticed there's no way to heal?
Overall there's a lot of impressive stuff for just one weeks work, even with a team, but it felt more unfinished cute game than a "so bad its good" game. Though I did appreciate the sound work had some SBIG energy to it, especially the "I can't believe you've done this" meme.
Good work! Hopefully this is spun off into a more finished project someday!
Love the ideas here and the ragdolls as I hit enemies with basketballs hahah, great fun
Fun game! Cooking up different ammo types is a really fun idea!
I also love the visuals and audio design. It was really well done.
I do wish the game had better feedback, or maybe a tutorial. It feels fairly complex to play, and I only feel like I am learning more via trial and error.
The menu, intro, and tutorial were really impressive. The key art is eye catching and I loved the intro. An interactive tutorial that guides you through the mechanics is also a great addition.
After that, it kinda felt half finished. I was expecting to have to keep picking up plants, dropping them into the cauldron, and reloading from it. As far as I can tell, that's not the case, I just need to hit R to reload, although this only works sometimes and I'm still not sure why. The ammo types seem to be random, there's no clear indication of what you have loaded, and some of the effects are useless. I played through one round, which took quite a long time with no indication of how long the wave was, then got swarmed with useless ammo in the next.
The mechanics that are there are pretty impressive for a one week jam, but it's very rough around the edges. If there's one general trend it's that the signposting and feedback just isn't adequate.
Although it has some issues, this really feels more like an earnest jam game that just didn't quite get there than some so bad it's good abomination. In fact, the only thing that's really SBIG is the choice of sound effects. Even the music is just kinda nice. The graphics have some weird artifacting, maybe because I played the WebGL version, but they're really cute!
I like this game, and I'd like to see an updated version in the future, but I don't feel it's much of an SBIG game, in the best possible way.
Thanks for playing, and for the detailed review. Plants wise was also pretty confusing for us during development as the ideas kept changing and this is what we ended up settling on (you cook during one phase and fight with infinite albeit random magazines during the next cycle), you're also right in that the game is half finished, but our programmers are currently working on smoothing out bugs and adding a lot of the missing content (which should make this choice of mechanic make more sense) so big ups to them and I hope you can try our game again once this is out! And oops, we did get pretty sidetracked from the SBIG theme
This revolver is sick. The ammo types were all really cool and made it fun to play. Loved it overall!
It was fun! I loved art-style. I wish player had a staff instead gun. Congrats devs!
so cute so bad. it's good. sound was good and bubble was pop. enjoyed seven times.
I really love your audio and dialogue, it's a lot of fun! Cute aesthetic and fun gameplay too!
Thank you for playing, glad you enjoyed!
Fun and chaotic game, enjoyed playing around with the different ammo types! Also great sound design
I made a blue guy grow to 5x its normal size through sheer patience. Amazing presentation and silly gameplay!
Shooting a hand at a singular enemy and making it leave followed by "Ah fuck I can't believe you've done this" was the funniest shit ever
Thanks! We had a lot of fun throwing around these ideas
How do you play this game? During my experience, this game is just shooting a bunch of similar enemies with different properties using a gun with random ammos, most of which are totally useless. Also there's no end condition other than dying.
I think I am missing something in this game...
Hi, Thanks for the review. You are correct, half of the ammo types are useless, that was our version of the theme implementation
Absolutely love the cover art and music for the game. The Lego Yoda death noise makes it a 10/10 for sound.
Thank you!
Cute game, I liked the dreamy aesthetic. I was a little confused by the cauldron vs ammo connection. I assumed whatever I put in would result in unique ammo which is a neat idea. However, whenever I’d reload I’d get a random ammo.
thanks for reviewing. yeah, our purpose was that player would have random ammo when they reload and they would have special ammos from cauldron to use during hard times. Cauldron ammo cancelled