Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

Such a neat little game! If you did not state it was your first game, I never would have realized!
Lovely attention to detail with the scenery changing according to the time of day, people passing by in the background, items changing appearances... simply amazing!
The sound effects make it feel so cozy, and the music helps everything come together nicely. The art complements the whole thing, and the game loop is  completely sound. 
I honestly love this game. It has such good vibes and is really enjoyable. 

Generic question, not a complaint, but I am curious: why is it so tiny? :D

Only some minor bugs happened to me. I only write them down, because you said you intend on expanding the game, and I am hoping to help you by listing what I found.
The mouse controls (for me, at least) kept changing. Sometimes I could only do certain actions with the left mouse button, and some only with the right - then it flipped to the opposite. I guess some switch is stuck?
Maybe this is related to the issue stated above: overlapping interactables behave weirdly sometimes. Examples: putting coffee beans in the machine if a cup is already in there, or throwing things in the bin, or brewing a new cup of coffee as a guest is leaving.
If the coffee machine is empty, it produces a sound effect. At some point in the game that sound effect disappeared for me.

(+1)

Thank you so much for the feedback, it really means a LOT to me! I'll also answer your question and answer to a few notes :)

The game is that tiny because of the resolution and scaling of the game's art and objects, which would be a hassle to learn how to scale everything properly in 3 days while also working on the game AND being busy. (i could really only spend the last day fully to work on the game haha :p) I had no other solution than to scale the game down so it all fits nicely as intended, The downloadable version allows you to fullscreen the game which scales it up, the way more intended way of experiencing the game :)

The mouse control consistency was a design choice, both to make it more interesting than "left click simulator"... Now it's "left and right click simulator"! :p
The main idea is "left click to drop into interactables, right click to pick up from interactables". I think doing more understandable logic like "left click to pick up, right click to drop ALWAYS" would make the game a lot easier to understand, but that design choice was taken to avoid unecessary complications during development due to my immense lack of experience with coding in gamemaker as well as the time constraints.
I really wish I had time add a basic tutorial of some sort but I was barely able to bugfix the game to a well-playable state in time heh :p

Thank you a lot for noting specific bugs you found, it helps me a lot for the future ^^

Some explanations for the bugs (if you feel like reading):

The sound effect dissapearing for the coffee machine, I had no idea that happened since during my many playtests (and my teammate's) everything was running fine, maybe it was us rushing the testing due to the game length?


The issue with customers comes from my overly primitive system of interaction, for some reason you can give customers items as long as you click on them, no matter if there's something covering the customer or not...

Putting coffee beans in the machine when a cup is in the machine is an intended thing, you're supposed to be allowed to add coffee beans no matter if a cup is in there or not. The only blockade is during the pouring animation so sprites don't override eachother. (unless you mean it some other way?)

Throwing things in the bin being glitchy is probably both because the bin system was rushed (i made it an hour before starting the 2-hour bugfixing session..) and the logic system used for grabbing and dropping items being also super primitive and basic as to save on time.



Again THANK YOU SO MUCH for the feedback on the game, it really warms my heart to see someone enjoy my creation, especially my first ^^

I hope you have a great day! :)

(2 edits)

Thanks for the explanation! I completely understand the workarounds due to the lack of time :D I think you managed to prioritize well.

Yes, I think you are right. My confusion probably comes from the fact that the click logic is not necessarily always the same. For example, when you take out the coffee from the machine, I would expect a left click for "pick up", as in other spots. But this can be polished/explained in a later patch easily.
It can also partly be because as I am grabbing things from one spot to another, sometimes the game randomly refuses to accept the input. Example: if you take a freshly brewed cup of coffee, sometimes you can easily to give it to the customer right away, but sometimes you have to drop it first and try to give it again.

By "overlapping interactables behaving in a weird manner" I mean the following:
If you are putting a cup in the machine as a guest is leaving in the background, the cup falls of the machine towards the left edge of the screen, and starts weirdly vibrating. This sometimes occurs randomly too, but I found that it almost always happens if there is a person behind the machine.
If you are reloading the machine while an empty cup is in there (nothing is brewing, since the machine is empty), sometimes the bag of beans bounces off/slides off/is placed on top of the machine while still being full, and you have to try again.
A similar thing happens with the bin. Sometimes the item just falls down on top of the stack of cups, and I have to grab it from the air.
Sometimes when you add milk/chocolate to the coffee, it just "stacks" instead of combining.

Have a great day! And be proud, you created an awesome game! :)