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A jam submission

Feed ForwardView game page

Roguelike deckbuilder. Place shapes on a shifting conveyor belt. Fill orders or go bust!
Submitted by Cold Fry (@RealColdFry) — 18 hours, 47 minutes before the deadline
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Feed Forward's itch.io page

Results

CriteriaRankScore*Raw Score
Innovation#34.0834.083
Overall#53.6253.625
Progress#73.6673.667
Polish#113.7503.750
Graphics#153.6673.667
Fun#163.3333.333
Audio#223.2503.250

Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

pre-jam devlog (optional)
Feed Forward is a polyomino-placement deckbuilder on a conveyor belt. It started as a prototype with one screen, hardcoded feasts, no sound, no save, no progression.

First dev log, from Jan 9:
https://coldfry.itch.io/feedforward/devlog/1311055/2

Post-Jam Devlog | Post-Mortem (optional)
Latest devlogs:
- https://coldfry.itch.io/feedforward/devlog/1362833/2
- https://coldfry.itch.io/feedforward/devlog/1360657/2

- Shop system with gold economy
- Customer archetypes with consume conditions and scoring rules
- Audio (music + effects)
- Deck, draw pile, and discard pile viewers
- Round summaries with feast history and tile contributions
- Level select with customer choice
- Order feed forecast system: plan against upcoming orders instead of reacting blindly
- Basic tutorial

All devlogs:
- https://coldfry.itch.io/feedforward/devlog

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Comments

Submitted (1 edit) (+1)

It took a moment until I got the rules, but when I did it, it turn out it is very cool game. I like this kind of puzzle. Does discard and draw pile how any function? 

Developer

Thanks for playing! Glad it clicked. Discard and draw pile are there mainly to display the tiles in each pile like a deckbuilder. You cannot otherwise actively draw or discard during a turn. At then end of your turn, played and unplayed tiles go to the discard pile. You draw from your draw pile, and if the draw pile runs out the discard pile shuffles back in.

Submitted(+1)

Very interesting concept, I enjoyed being a tactical chef. Good design! 

Developer (1 edit)

Thanks for playing! "Tactical chef" is great, might have to steal it. Glad the design clicked for you.

Submitted(+1)

It took me a while to grasp the game's rules, but once I did, I was hooked! The mechanics are innovative, the controls feel great, and the save and option features are user-friendly.

Developer(+1)

Thank you for playing! Glad the controls and save/options felt good, those got a lot of attention. The learning curve is the main thing I'm working on improving.

Submitted (1 edit) (+1)

Great game, I was instantly hooked and played it for about 30 min.

The only thing I noticed is that the damage calculation (red number) is sometimes incorrect. It shows a number but I take no damage (which is correct because I got e.g. 10/10)

Also the early game (first few rounds of a run) are quite boring, because apple and the block feel not different enough. It took a while into a run to get enough items to start playing with strategy.


Awesome work, keep working on it :)

Developer

Thanks for playing, and for 30 minutes -- really glad it hooked you!

The early game boredom is super useful feedback. Scrap and Apple (and Basic Burner) don't really pose interesting enough puzzles or questions when that's all you draw.

On the damage calculation/display, I'd love to track that down. Could you describe what you saw? Was it the hover tooltip on the forecasted number, or the red number that pops up when an order is resolved?

Submitted (2 edits)

The field seams to be not updating correctly. the hp los is correct when I hover over it.

Developer (1 edit)

Ah, thanks for the screenshot! Do you mean the "Will lose 3 HP" in the hover tooltip? That should be a forecast, as in "if nothing changes, you'll lose 3 HP when this order resolves". Forgive me if my reading is incorrect! The UI in general is also not nearly as clear as it should be.

Submitted(+1)

Ah I think I get it now, was my mistake. I was Thinking that the big 0 is the damage you receive, but its the already consumed feed :D 

Submitted(+1)

Very funny, at first I had trouble understanding it but then it became a bit addictive hahaha

Developer

Thank you! Glad it clicked eventually. Working on making that first part shorter!

Submitted(+1)

I absolutely loooooved this game. I could play it for hours. I hope you’ll release a mobile version so I can play it while I poop!

Thanks for sharing it. You can watch my playthrough here: https://www.twitch.tv/videos/2694872276?t=02h02m17s

Developer

Thanks, that means a lot! Watching your playthrough live was really eye-opening. Your feedback on order ticket feedback and effect clarity is already on my fix list. A mobile version would be great, these turn-based roguelikes almost work better on mobile than anywhere else.

Submitted(+1)

I would definitely pay for a game like this on mobile. A free version to get me hooked and then a paid version with all the features. Again, great work :D

Submitted(+1)

Very, very good! I liked the gameplay loop, even if it was a bit hard to grasp how it works at the beginning. The tutorial worked for me, it made it 'click'. I can see myself playing this a lot more with additional content. The pixel art and music are great!! Overall, incredible job, I liked this one a lot!! :D

Developer (1 edit) (+1)

Thanks for your kind words! Really glad the tutorial worked for you, that's useful to hear since onboarding is what I'm most worried about. Definitely plan to add more content: relics, evil customers, proper art.

Submitted(+1)

Very interesting game! It was fun, but pretty confusing at the start. I usually lost around round 3 or 4. Is there any way to restore health?

Developer(+1)

Thanks! Yeah, the tutorial needs a lot of work. CUrrently no way to restore health yet. I'll probably add some "heal" mechanics, either events between customers, or maybe even special tiles.

Submitted(+1)

Really clever idea! It can get really challenging, but I still had fun! Good work!

Developer(+1)

Thanks for playing! Difficulty curve is something I'm still tuning. Glad you had fun despite the challenge!

Submitted(+1)

Hello, thanks for making and sharing this game. It is very well polished. You have pretty clear UI which I feel is really important for tile based games. Are the order targets generated randomly or are they designed puzzles? I might be bad at the game, but I struggled with just the first level. Also sometimes tiles that are consumed before the column which contains the order number count to the order target. I didn't fully understand why. Also the espresso shot didn't seem to bring my scores up, just the energy level. Maybe I misunderstood. But the polish is really good, I love the SFX and I think you've got something unique. Kudos!

Developer

Thanks for playing and the detailed feedback!

Orders aren't purely random, but drawn from a fixed pool of pacing schedules (some front-loaded, some backloaded, marathon single order, etc.) with appetite scaling by level. Some shortfall is expected but the HP provides a limited buffer.

On which columns contribute: any consumption counts toward the next upcoming order. Once an order clears, the accumulated feed resets. So all columns up to and including the order's column (back to the previous order) should count. For tiles larger than 1x1, what matters is which column the food cell is on.

For espresso, it does both: +1 energy per turn and base feed of 3 toward the order. Might have been positioning of the "food"/espresso cell. Definitely a UI clarity issue I need to fix, and add to the tutorial.

Appreciate the kind words on the polish and SFX!