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A jam submission

CrumbspiracyView game page

Gather resources for Lord Biscuit while secretly building a rebellious candy army.
Submitted by YYZ — 1 day, 11 hours before the deadline
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Crumbspiracy's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#1223.9123.912
Enjoyment#1723.8823.882
Gameplay#1773.6763.676
Overall#1873.6863.686
Innovation#2233.5883.588
Visuals#4643.7943.794
Audio#4923.2653.265

Ranked from 34 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does the game fit the theme?
Players must risk every resource they have for the biscuit.

But there's a deeper layer - REBELLION! You have to constantly decide to give all resources to Lord Biscuit to stay safe, or secretly siphon them to build your own Candy Spire to rebel against him.

Every stolen crumb is a risk. Lord Biscuit will get suspicious, but it's your only chance of freedom.

Producing chocolate is the riskiest act of all - it raises suspicion sharply, but it is the biscuit's weakness and thus your most powerful tool for rebellion.

The game revolves around risking everything against a tyrant Biscuit - thematically, narratively and mechanically.

What code and assets did you not make from scratch during the jam (if any)?
I drew the character sprites and did the gameplay programming (excluding boilerplate code like settings system).
I modified 3D models by Synty to create upgrades that fit the game. Sound by Total Music Collection. Full list in credits.

How many people worked on the game?
1

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Comments

Viewing comments 28 to 9 of 28 · Next page · Last page
Submitted(+1)

I've been meaning to play this game for a while and it did not disappoint, well done!

Developer(+1)

Wow! Thank you for playing and glad to hear it lived up to your expectations!

If you've had any feedback, do feel free to leave them :)

Submitted(+1)

Very cool and enjoyable game. Great job.

Submitted(+1)

This was a great game! unlike some tds and settlement games, instead of being under pressure from waves of enemies, you are forced to sacrifice some of your resources to keep Lord Biscuit at bay. Otherwise gave me very ratopia vibes.

The theme was really good. There were a lot of risky plays to sacrifice valuable materials early and hoping those upgrades would earn themselves back before tribute was due. Near the end, I was around demand 20 or so (had no idea how hard he boss would be) and was about to fail a tribute, so I declared after stacking up some turrets and barracks (had gone with 6 choco fountains to boost my factories). But the abiltiy to spam out medium and light candy army was pretty OP. I had about 3K flour and a few hundred sugar.

One bug I encountered was that fullscreen did not work in the browser. But nice work! I'll be saving this game to try again later.

Developer

Wow thank you for the detailed review! Glad to hear that you enjoyed the game!

And yes turrets and light candy army are very strong! Lord Biscuit's HP was initially meant to be a lot higher, but since it was a jam I decided it was better to tone it down. I also ran out of time trying to give Lord Biscuit more abilities haha.

Will check out the full screen thing in the browser, cool and big thanks!

Submitted(+1)

This game is super cool! I like this type of games where you have to collect to build new structures! Good job!

Submitted(+1)

Ay, other member of the group, I also think this is an awesome game. Didn't even notice I had been playing for 30 mins.

Developer

Heya! Thanks, am glad to hear you enjoyed it!

Submitted(+1)

Nice one! Actually kept me hooked. Pretty impressive for a one person game.

Submitted

Loved the core loop  I could play for ages without getting bored.

I’ve added “defeat Lord Biscuit” to my to-do list! I only managed a few runs so far because I’m checking other jam games, but I’ll definitely come back to finish it.

The visuals are adorable, and the building feedback feels great. During rebellions the combat feedback felt a bit lighter, but since most of the experience is about building, it didn’t bother me much.


I also enjoyed seeing the theme flipped: in our game, people worship the Biscuit and sacrifice themselves, while here I’m controlling the uprising against it delightfully ironic. Overall, one of my favourites of the jam.

Congrats

Developer (1 edit)

Hello! Wow thanks for the writeup! I would love to hear more about what you meant by feedback felt a bit lighter as I do want to see where I can improve post jam! Combat is something that I am trying to learn more about and improve, so if you could explain a bit more, it will help me a ton!

And will check out your game shortly~ :)

Submitted(+1)

Thanks! By “lighter feedback,” I meant combat felt less punchy visually. Turret shots hit the boss with almost no impact—quick hit-flash, small camera shake, and a brief impact VFX/SFX would help. When the boss smashed things, the hits lacked buildup/impact—some wind-up and a stronger burst/debris would sell it. Our spawned units also died with little readability—small damage numbers, a death puff, or a quick outline would make it clearer. Building feedback was great; bringing that punch into combat would lift the whole experience.

Developer(+1)

AHHH, I get what you mean now! Very very good points you brought up here and I'll definitely be looking at these. Thanks so much.

Speakin of screenshakes, It reminded me that I wanted this epic moment where Lord Biscuit would stomp and it would cause a screenshake and send units flying, but it was already the last day XD

Really appreciate the breakdown!

Submitted(+1)

:D:D Great idea, I'd love to see it in future updates! I`ll be following for future updates 

Developer(+1)

Thank you, I look forward to delivering more as ideas come, possibly new maps or maybe a new cupcake boss. Might push it on Steam, or it might not, we'll see...

Submitted

Super ! I`ll be add my wishlist if you add to steam ! 

Actually we`re also thinking to add our game also in Steam but that will be our first game in Steam if we publish it :D 

I guess you have done already before as i saw in your game, can you give us to honest feedback if you want ! We`re really need that espically from a person, who published game Steam before ! 

Submitted

Thanks! By “lighter feedback,” I meant combat felt less punchy visually. Turret shots hit the boss with almost no impact—quick hit-flash, small camera shake, and a brief impact VFX/SFX would help. When the boss smashed things, the hits lacked buildup/impact—some wind-up and a stronger burst/debris would sell it. Our spawned units also died with little readability—small damage numbers, a death puff, or a quick outline would make it clearer. Building feedback was great; bringing that punch into combat would lift the whole experience.

Submitted

Incredible production quality, especially for a solo project, well thought out production chain, you clearly have a track record of strategy games and this one is another great one on your repertoire. I enjoyed the loop of getting caught, doing research, and coming back stronger with a new strategy unlocked. Really added replayability and progression. Really fun game!

Developer(+1)

heyyy, I remember you! Thanks for coming to try out my newest game, and glad to hear you like this one too~

I believe I have Glutton for Gluten in my queue of games and will be trying it out shortly! :)

Submitted

This was fun! Like the art style and vibes. Wish there was a way to fast forward text before skipping it though.

Developer

Hello and thank you for trying the game out! Could I know which text you are referring to? The main dialogs are skippable with a mouse click to instantly make the entire dialog appears and will only go to the next dialog when you click the blue button!

Submitted(+1)

I loved this game, and this is the kind of thing I could sink hours after hours! I'm definitely going to be revisiting this!

Developer

Heya, glad you loved it! I will be updating it after the jam with some new stuff so I look forward to any feedback or potential improvements you might have for me :)

Submitted (1 edit)

This is very well made. I do like the idea of a civilization simulator evolving into tower defense. The combination feels refreshing. I particularly like the fact that there s a progression to dynamically choose what building you need to build to meet the optimal resource need.

That said, I think there could be a few minor improvements. I believe it would be very helpful to have a UI element that shows the current production and consumption rate for each resources. And it would be helpful to include an undo button because I have mistakenly placed candy refuges and waste many blocks since they can't be destroyed. But overall,  gameplay-wise it's very well made for such a short development time. Great work.

Developer

OOH I love the idea of the production counter!! Will definitely add that after the jam concludes as it's not a bug fix feature!

An undo feature sounds nice, though I feel like it could be exploited haha. I do however think maybe the candy refuge could have an additional message saying that they cannot be destroyed (to prevent negative workers!)

Submitted

You managed to make a very complex game in just a week so well done!
There are indeed a lot of systems and balancing for these type of games so surely this aspect needs a bit more of tuning but it's fine.

Except for this I think that the UI/UX could be better.
For example having the resources at the top is not the best because you literally play just with the bottom part.

Anyway congrats again I enjoy playing it... and If you try mine, let me know what you think!

Developer

Ahh! Thanks, I am looking to improve the game after the jam, could you tell me more about how you might improve the UI and UX? I would really like to help improve the onboarding process for new players as I am too 'familiar' with my game.

As for resources not being at the top, could you share perhaps where you might put it?  I actually copied it from other games in this genre like Settlement Survival, Wandering Village, etc haha.

I have your game queued and will try out your game and share my detailed feedback soon!

Submitted

If it's an example that makes sense to you try to look The King is Watching.
I played that game a lot and it's super clear, but if you see a screenshot could seem a bit overwhelming so I think they do a GREAT job in the onboarding process.

I don't know if also your references have timed challenge like yours, because I think that for the current balancing and design your game is quite hectic despite its strategic nature, but it's cool I like that, but this also means that requires a different approach (like The King is Watching)

Honestly I will put resources on the bottom part of the screen maybe to the right because they are close both to the king and your buildings!

Developer

Woah thank you so much for the reference! I will definitely be looking at that game! Thank you so much!!

Very great points and I will definitely have a big think about this as I do feel that people will miss the resources if it's not placed strategically :)

Submitted(+1)

I really liked the game. 
The only thing that annoies me a little is when I don't have enough resources to place a building, it could have some indication like a sound effect and making the green slots red or don't allow me to click on it at all.
But other than that is great! The art is very cool and cohesive, the audio too.
I spent way too much time upgrading and totally forgot about the rebelion thing 🤣

Developer (1 edit) (+1)

Woah that's cool!

And also very very good feedback! A sound effect would definitely have gone a long way!

And yes, I also kept upgrading my stuff before rushing the rebellion at the end with some overpowered buildings hahaha

Awesome completion screen, I realise some cool ideas in future for this screen is to write the flour/chocolate produced as a cool metric. :)

Edit: Also your game looks cool, I am playing it and will leave feedback shortly!

Submitted(+1)

Yeah those metrics are great! We also have them in our game! It's a good way to make the game more competitive 💪

Submitted

Really enjoyed the game! I would like to have an option to control camera with a mouse.

Submitted(+1)

Amazing! Pulling this in one week by one person is pure madness!

Developer(+1)

Heya Rotceh, thanks for trying out my game and also for the very kind words! It was definitely nothing short of an intense week!

Such a cute, fun and enjoyable game. I feel it was a bit hard to get started but other than that i had a lot of fun playing it! It also definitely fits the theme

Submitted

This was a lot of fun and I think you really nailed the risk aspect of the jam. The only issue I encountered was the with the web build research screen getting cut-off so I couldn't leave it (zooming out, using full-screen, etc doesn't appear to fix it) but the desktop build worked just fine. Great job, also love the cookie transition!

Developer(+1)

Thanks for letting me know about this! Ahh the web version is an oversight :(

Glad that at least the desktop version works, so sorry about that, I should be able to patch that one on web so it does not stop the game from progressing.

Submitted

The concept is intruiging and fun! I ran out of flour...

Developer

Haha yes Flour is the most important and main currency and almost everything needs it! 

Tip: Build more flour mills and maybe don't tribute early until you have amassed enough resources!

Submitted

Really liked the idea and the polishness! Enjoyed playing and risking not paying tributes! Great job!

Developer

HAHA I have to admit I also enjoyed risking not paying tributes too whenever the option to avoid paying appears! XD

Submitted

That's... amazing. I really really love the idea ! This is so complexe and fun, didn't expect the "sidescroller" type to work that well with that kind of game, well done ! <3

Developer(+1)

Me neither, but I think side scrolling it simplified the scope a lot and allowed me to pack more content than I normally would have been able to! So to hear that it works out in the end is great~

And thank you for the kind words! <3

Submitted(+1)

Yes I couldn't agree more, it's a great way to "simplify" the process and I'd love to do something in the same spirit one day.

Viewing comments 28 to 9 of 28 · Next page · Last page