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Cute little bread platformer! The bread animation was solid. I like the landing animation, it's subtle but it adds a lot to the game feel. The slime animations looked really smooth as well.

A few points of feedback:

There's a concept called "coyote time' that allows you to input a jump a few frames after you run off of a platform. I think the game feel could be greatly improved by implementing something like this.

I think some of the additional controls are unnecessary and you could probably get away with A D and W being the only buttons. For instance, I don't think it adds anything to have to hit a button to interact with the ingredients or activate the bed at the end. I think it would be fine to interact with these entities by simply moving over them. Choosing your upgrade at the end of the first level probably doesn't need to require any extra input either.

I wasn't sure how to use the bread bait. I think maybe it doesn't last long enough or something. I think having it as a limited resource disincentives experimenting with the mechanic, so I never really was able to figure it out. I think maybe removing the limited resource restriction could be a good idea.

There was a moment when I was running towards the final bed (toaster?) where there were no other entities on the screen as a reference to know if I was actually moving or not and I thought the game might have frozen on me.

Overall, nice job! Grats on completing the jam!

Thank you for trying the game out!

I’m glad you liked the landing animation, I plan to add more similar animations to add more to the feel of the game.

I will be adding coyote time as well as a jump buffer in the next update, so it should feel better to jump in the game.

Regarding the controls being unnecessary, I agree with the interact for the ingredients. But I might change the bed activation to a different mechanic instead, as I want to players to have an option to search for more ingredients. The choice of upgrade will be kept for multiple upgrades, but it makes sense that there shouldn’t be a choice if it’s just a singular upgrade, so I will change that to sort of an infographic instead.

The bread bait doesn’t have a tutorial nor any visual/audio feedback when it is in use currently, so it is definitely confusing on how to use it. I will be experimenting different features for this, but I don’t know if removing the limit is a good idea, as Poisoning the enemies would always be better than Slowing them in every scenario if that were the case.

There is a foreground that is fading so the screen gets brighter as you progress in the level. But it is very subtle so most times you barely notice if the game is even moving. I’m looking for ways to add a reference to reflect the player’s movement, like a background, or lighting. If you have any suggestions, feel free to share them!

Thank you for the feedback! All the best to your game!