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A jam submission

S.S.CulinariumView game page

You know what bullet hells need? Kitchens.
Submitted by Gentequeproduz โ€” 3 hours, 41 minutes before the deadline
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S.S.Culinarium's itch.io page

Results

CriteriaRankScore*Raw Score
AUDIO#1982.5563.500
CREATIVE#2032.7393.750
EASY TO GET INTO#2132.9214.000
VISUALS#2312.5563.500
FUN#2362.3733.250
OVERALL#2392.3733.250
THEME#3251.2781.750

Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Do you have any bullet or projectile in your game?

Yes

You added some projectile or bullet in your game

What was the size of your team?
2

Please credit the resources that you used during the jam (if you used any)
Nerdy teacher`s fruit drop

Credit all team-members that worked on this project (you can link itch.io/twitter/youtube/twitch)
https://twitter.com/jaotxt - Joรฃo
https://open.spotify.com/artist/1adFu873dGQCwRv2eJlhEc?si=e952XWqETMC-9AI5llqpqg
Programmer-
Jao
Composer
Jao
Pixel artist-
Jao
Randomzion
Viworia
Auxiliary programer (lol)
Randomzion

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Comments

Submitted(+1)

at first I didn't quite understand the essence of what was happening) But later I got involved, and in general it's a very creative idea)

Developer

I'm glad you got involved, thanks for the compliment.

Submitted (1 edit) (+1)

You guys, this is an adorable first game! The art style is cute and colorful Pico-8. The music is a nice loop as well. Thought this was a creative interpretation on bullet hell/ including projectiles. Objective was easy to understand and play. Overall  a really nice little experience. Great job team!

Here is some feedback for some spots to improve on: Parts of the chef are white like the floor and make it a little hard to see all of the chef.

The player movement is jittery near walls, possibly a collision issue or style of movement code.

The corridors are pretty tight for the size of the character, you might consider adjusting the collision box of the player or making taller corridor entries.

There seems to be a skewed placement of the food spawner, so that it tends to the right (including outside the map).

There seems to be neither a consequence for doing things out of order nor a win state? This was made slightly confusing by the score counter at the top left which could increment or decrement random numbers based on picking up incorrect foods. 

Developer(+1)

I'm really thankfull for all the compliments and feedback, about the issues, since we didn't really have any other experience programming we were kinda lost, expecially in the beginning, so we submmited 3 hours before the deadline, with unholly amounts of caffeine in our blood, so we didn't have a lot of time to playtest, so the jittery movements and the tight corridors were really a lack of that, and the score is actually an "sprite checker" that i forgot to remove from the final game lol.
This is really just a proof of concept since we didn't really  had time to implement a win state.

Submitted

I've found that last minute caffeine rush to be my usual reaction to jam deadlines, even with a few years programming and several jams now lol. My team didn't really get a chance to play test before the deadline either except to see if it worked.

I never would have guessed that was a sprite ID checker, but that makes a lot of sense now that you've told me. I'm used to using Unity's tag system. I'm curious, is there a standard or common engine used for Pico-8 games?