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(+1)

Hey! Really cool idea and aesthetic you have going, I love the PS1-esque retro vibe. I think you have a really interesting foundation for a game, though it lacks a bit of direction or stakes imo.

For example, I think there's a lot of opportunity to have customers rolling in asking for like a "cheesesteak sandwich" and you have to put the stake and maybe like "toe cheese" or something weird to make  it, leaning into the puns you're using, but having them as a puzzle element rather than a punchline after the sandwich is made. Combine something like that with a timer, a customer queue, or some other pressure, and I think you have something really fun and engaging. Right now, the more freeform model doesn't quite do it for me, but it's really close. Some kind of tension and/or direction would add SO much for not that much more development.

Some more nitpicky things: 

- The character movement feels a bit strange. There's a long acceleration, high top speed, and instant stop, coupled with a really long camera lerp, it just makes movement feel clunky. For something like this, I think a much shorter acceleration and a limit on how hard the cameras lerp can lag behind the player would make it feel a lot better. 

- You can probably get away with making the player slower by making the space smaller. There's a lot of open, unused space that can be condensed, to make navigation tighter. 

- If I'm pressing A and W and let go, I think the character should face the direction of the key I'm still holding, especially since in this, direction is important for picking things up.


But this is a really cool world and concept and I don't think it would take that much to elevate it a lot further! Hopefully you got something valuable out of all that :D

(+1)

original idea was to make it behave like overcooked, but since the instructions were supposed to lie I figured it would be frustrating to solve the orders on a time limit.  As is, the game is more of a light puzzle game where you are filling out the menu, with each sandwich acting as a puzzle.  There was an idea for a boss that would give a set of sandwiches for tighter direction, but cut for time.  

on nitpicks, we're basically in agreement across the board.  Time is the obvious reason, this was really a test of how many assets I could create with the time I had available.

-movement and camera behavior did feel different in the editor, but still needed a general slow down and clamping on the camera behavior.  The movement behavior was based largely on the movement script I've used for other game jams, which were more movement focused like platformers and used different cameras.

-original idea was going to require a bit of exploring to find the ingredients.  obviously not present in the final, but would have worked with the boss unlocking areas to explore and the more complicated sandwiches mixing ingredients between the areas.  You could still divide the map into 3 areas, though the items would be organized a bit differently.

-on the facing direction; while it was drawn ~halfway through, the animation was plugged into the model pretty late.  The drifting behavior is not ideal.

I say all this not as a defense, the game should be graded by what was submitted.  More to emphasize that I agree and have thought about what could've been done to improve.  Thanks for the thoughtful feedback!

(+1)

Absolutely! And I hope my comments don't come across as an attack, just wanted to give my honest thoughts. I know a lot of things in jams often come down to time, but I like to just point out what I can if only as a reference if devs ever want to go back and make adjustments