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A jam submission

Crazy KitchenView game page

Wacky Tower Defense/Twin Stick Shooter Hybrid!
Submitted by SlyBalto (@SlyBalto) — 8 days, 23 hours before the deadline
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Crazy Kitchen's itch.io page

Results

CriteriaRankScore*Raw Score
Overall Fun#74.4294.429
Controls / UI#84.1434.143
Art / Graphics#134.1434.143
Sound/Music#223.7143.714

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

If you have competed before, how has your game changed?
Reworked game balance, more levels and enemy types, remade HUD, better buildable mini-towers, scenario levels with unique attributes.

Game Genre

Action

Shooter | Platformer | Slasher | Beat em Up | Base Defense | Survival | Racing

Genre #2

Strategy

Turn-based | Card Games | RTS | 4X

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Comments

Fun and great game to play!! I like it a lot!! Good job making it!! It’s great to have some innovations in the Tower genre in this game so it feels unique :D

Some things than I noticed is than when you change from one household appliance to another, the ones than are not controlled by you don’t shoot and then don’t make damage Also the shopping carts I think are a really hard to defeat, because my defenses where able to kill all the enemies except those, and taken me a lot of tries to at least be able to kill them…

For the rest the game is looking great!! Good luck working on it!!

Developer(+1)

Hey, thanks so much for trying out Crazy Kitchen! I already got a nerf ready to make the carts more fair so no worries there, they definitely were not tested enough so that's on me haha.

So it looks like you had an issue where switching to one household appliance didn't set the two unselected ones as passive so they weren't attacking, was this an issue throughout your whole playthrough or did this just happen only once? Do you remember if there was anything that happened before hand that may have caused it? I haven't heard of this problem before but it could be an easy fix if I can find a way to replicate the glitch.

Thanks again for playing!!

You’re more than welcome!! It’s great than you have a nerf for make the carts more fair I don’t remember it really well, but for luck I record every gameplay than I do in games, so I will look if still exists and I didn’t remove it and see where it is the glitch I will answer this post with more information as soon as posible

Submitted

I love the music for this game. Really great stuff


I have some gripes with the game mechanics unfortunately. The game feels like it constantly oscillates between super easy and impossibly hard. The enemies spawning in are easily cleaned up by stacking all your defenses up front, but the shopping carts are nigh unkillable. They blow past all your defenses and leave you scrambling to chase after them, at which point they just. won't. die. The method of consistently defeating them isn't super obvious to me.


Other notes:

- I wish I could tab between towers. Having to remember which button is tied to which tower is clunky to me

- Honestly, once I position my other 2 towers initially I just stick with the third for the whole level. If there's a reason to switch between them I haven't found it

- I wish there were more options than just spike traps for the static turrets. Also, it's never really made clear how upgrading them improves their performance. They just feel very meh

- I didn't like how the cart text moved with the cart when it first appeared. I struggled to read the cart tutorial

- the l33t speak in the UI (example: return 2 map) confused me on several occasions. Please replace it with normal english


I think this game has potential, but the core definitely still needs some polish. Thanks for letting me play!

Developer

Hey Mist, sorry you had a rough time with the game! As I've mentioned to other reviewers those troublesome carts have a nerf for it's health and speed ready to go for the next update so they shouldn't be able to blow past defenses as easily.

There was an attempt to make fast moving enemies that were supposed to make it less viable to camp at the spawn point like the carts themselves and enemies like the yellow Fasts and the green Diamonds, but it's clear other enemies like the white Ghosts and the blue Jumpers even with their unique movements still get hit pretty badly. I did have an idea where the Ghosts could already start in their Sneak state where they move faster and are invulnerable and the Jumpers could have a starting jump after spawning that moves them further than their usual jumps so they can at least have an attempt to spring ahead defenses right next to the spawn areas.

 One tactic I had in mind to defeat the carts and other fast enemies were the Knife Blocks set by the dishwasher, but I think I had some folks say the Knife Blocks just don't do enough damage and so I'm gonna try to buff them after seeing what exactly is causing them to feel like they don't work that well.

I can make it so that the cart's tutorial box doesn't move with the cart after it's spawned, that can be done in time for the next update!

The "l33t" speak is actually based off of early 2000's songs that replace words  like "to" and "for" with number variants as a sort of flavoring, such as S.F.M.P.'s "Try 2 Luv. U" and Naoki's "Brilliant 2U". The game's UI is inspired by this era as well, often called "Y2K" style. If this kind of flavoring is clearly not favored by players, I'm open to revert it back to "normal english".

There's plenty of core issues with the game that I think I'm starting see more clearly with all of the reviews and playthroughs I've checked out, a lot of feedback has helped for sure and it'll pave the way to shake this game's issues off, so thanks again for your honest input it helps a lot!

Pros

Nick: Lovely art and music. Novel and engaging variation on the tower defense genre.

Ryan: ARPG elements.

Cons

Nick: Levels are dense to the point of feeling crowded. Not enough set up time between wave or at the start of the level. Especially true if one is just learning how the game works.

Ryan: Pace of play is too fast. 

Wishes

Nick: Some kind of digestible "these are your characters and what they can do, these are the enemies and what they do" kind of armory/bestiary files in a pause screen.

Ryan: Scroll wheel to select appliance.

Developer

Heyo! I really like the idea of allowing the scroll wheel to select an appliance! I'll also look into the rest of these suggestions and critiques. I think for the first level with the tutorials I can try extending the amount of time between the first few rounds to give the player a bit more breathing room to learn how things work. Thank you to Ryan and Nick for trying out the game!!

Hello! Welcome to Feedback Quest 5!

Oh how I waited for this. OH HOW I WAITED! I was anticipating a lot of good things, and wow was I blown out of the water for what's happened since FQ4. New maps, new enemies, a better scaling metal bonus. It was to be an exciting time! And it was! Mostly.

One of the new enemies, the Cart, may have a tuning issue as waves get higher. As the stages went on, I found Carts went from fairly easy to impossible. By the fifth stage, carts reached a point where it wasn't conceivable that they could be beaten. This was even with me switching tactics. When I got the two cart wave, it was just too impossible to deal with. I could barely keep my turrets up to even hurt them, and the existence of two on different paths meant my damage would barely overlap between them.

I don't think the problem is a big one, either. I think it's just the health scaling per wave you have going on. It's likely just slightly too high (by a couple %) when it comes to increasing HP.

Other than that, I don't have much feedback to give. I still feel the knife block needs to be improved (In fact, I feel like the knife block should be the key to taking out carts. That would be a great design that ensures people use them along with other turrets).

I can't wait to see the next leap in improvements!

Developer

Yo hythrain! Oh how I waited for this review!!

First things first: Carts are getting nerfed, I totally didn't test them enough LOL Lots of other reviewers have been saying very similar critiques, I'll be doing the impossible and fix those four-wheeled son-of-a-guns.

I can look into making the Knife Blocks better, I definitely wanted them to be viable so I'm all for fixing them up. Do you think it's purely the fact they don't put out enough damage? Do you think they need something interesting like the chance of laying a single pile that's stronger than the rest (like a single pile of red knives acting as a critical hit?), or do you think it's something more mechanical like how long it takes for the knife piles to be put out, etc?

I can also look into rebalancing the HP increase speed as the rounds go on, if it seems like enemies get tougher just a bit too fast I can always tune it easily, no problemo.

I'm so happy to hear you were genuinely hyped to play this... like of all games to be excited for it was Crazy Kitchen, that's... crazy! What an honor, thanks for playing!! 

Submitted

I played this game on stream: https://www.twitch.tv/videos/1922312362?t=00h03m21s

I love the new updates! Having different levels is great, I liked how the levels have different challenges and feels to them.

I also enjoyed the updated variety of enemies, like the diamond monsters, and the cart.

The difficulty of the levels seemed to climb quite quickly. I cleared the first 3 or so levels without any issue, and went splat in the next with 2 carts. I restarted that level and managed to clear it (taking a bunch of damage to the pantry). The next level killed me outright though.

I think the hp/speed of the carts may be a bit too high? I generally was ok with the other enemies, but I generally couldn't kill the carts.

Overall, great improvements! I think some balancing to the cart may be good, and possibly an endless mode to each level (if it doesn't already exist). I look forward to seeing more updates in the future, this is already a really fun game, and I imagine it'll get even better over time!

Developer (1 edit) (+1)

Aye thanks so much for playing!! Something came up the day you went live so I didn't get the chance to come visit, but I did get to watch the entire playthrough. So happy to hear you had a good time!

I had fun trying to figure out fun ways to keep the maps feeling fresh and got inspired to add scenarios like the different game modes from Bloons TD 6 and the scenarios from strategy games like Roller Coaster Tycoon.

I do have a nerf on the carts on both their HP and their speed ready for the next update, but I also see that having multiple carts spawned in a row is pretty brutal so I'll be changing that so the two are plenty spaced off. If this is still too difficult I can always push the rounds with multiple carts to be later too. Things should feel like they gradually get harder so I'll continue to work on balancing stuff!

Endless mode does technically exist it's just not very obvious atm, if you beat a level and you play it again, it should change the target round to beat text into "record" during gameplay and you'll keep defending until the pantry is out of tasty snacks. I can look into making this more clear!

Thanks again for streaming and reviewing the game!!

Interesting premise for a tower defense, active playing tower defenses are not too common, with Citywars being the most similar in terms of having to actively play. Some stuff needs to be said more, like what towers do and what upgrading does. A mini tutorial to show what each tower does, level select needs music and maybe changed to theme a kitchen. Fun, but rough, like the stage before the economy stage feels impossible to beat with the lack of DPS but that could just be me. However, it's fine, a tower defense that is engaging always feels coolio. 

Developer

Thanks for giving the game a shot! I also noticed that "active" tower defense games aren't too common so I decided to cross that with a character switching game. I can look into seeing what mechanics need a bit more explanation, I'll be looking at others' gameplay footage and see what mechanics players get confused with the most. I haven't heard of Citywars so I gave that a look, seems interesting! Reminds me of games like Dungeon Defenders haha. For the level before the economy stage, I can look into making it a bit easier, like I mentioned before I'll study some other player's playthrough of it to see specifically what's making it so much harder than the last levels, whether it be the track length/design, the general difficulty, etc. Thanks for playing!!

Really unique tower defense!  I had a pretty good time with killing things with the oven, which was my tower of choice.  Initially I didn't know the power-ups were things I could collect and thought they were enemies, and then I realized I didn't take any damage from enemies which was kind've weird.

Definitely a fun concept!

Developer

Hey vmeezo! I watched your playthrough of my game, thanks a ton for streaming it, I took some notes to answer a few things mentioned in the stream:

At 1:14:48 the Diamond enemy wasn't regaining it's health for the next layer, which is a glitch, but that has already been fixed and will appear on the next version everyone can play.

At 1:18:00 you talk about how while controlling the Fridge it feels a bit weaker than if you just don't control it, and since the Fridge did get nerfed a few months ago, I can look into slightly buffing it again since I may have overnerfed it (it usually takes a few tries before the balance is perfect haha) The goal is to make sure each main Appliance feels equal and viable to use, just a bit more handy than others in certian situations, so I will look into this!

At 1:19:33 there's mention of the characters not having any animations, I got plans to get the baddies fully animated, so that will be added to the game eventually.

I'm planning on adding effects for things like when the Big Bois explode into 10 Basics at At 1:24:12, I image that it goes "boom" a few times while they're being spawned haha.

The Diamonds like at 1:24:55 do have 3 layers to them, so I have them start slower and get faster each layer, if they feel annoying to fight, I can try making the first 2 layers even slower so it feels a bit more balanced. Maybe I could do something where after breaking the 1st/2nd layer, they pause for a moment before speeding back up again, giving a unique feel to how they traverse the track versus if they were just reskinned Basics (pink guys) that just have more health. I always like the idea of giving each enemy type unique traits, but never with the intention to annoy the player.

I mentioned to Paladin Ecko this already but I have plans to nerf the Cart enemies since they seem to usually get way further than most enemies ever get, even if they're meant to be harder, I think I need to slow them down LOL

Thanks for giving the game a shot, even if you're not the biggest fan of tower defense games, that means a lot to me!

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Developer(+1)

Hey thanks for checking it out! I watched your playthrough from your stream, awesome stuff man, glad to hear you enjoyed it! Was super honored to hear you liked how the game feels unique, I really wanted to make it feel fresh, and yet also kind of familiar, like an old flash or PS2 game you can always rely on, so thanks for that!

I took some notes on your playthrough:

i saw during your gameplay at 24:23 that you didn't recognize the powerups as actual items, I'll be soon giving them visuals so it's clear they're items haha. I was debating about making them something like sodas or sauces. I'll also give them a cool 'shine' effect for extra clarity.

I caught some issues that I thought I had fixed like the extra debug "title" appearing on the results screen and it saying "Endless Results" even though it's your your first time playing that level (Both should be easy fixes!)

at 26:10 and 29:40 you talk about how you'd like the buttons to be consistent when switching between appliances, then realize they actually are the same there's just a bit of a cooldown before you can switch. I can try adding a visual that makes this more obvious to avoid confusion i.e. dark tint on the switch icons when switching isn't available, etc.

At 29:03 the cart actually isn't supposed to spawn stolen food bags until it reaches the pantry and turns around, a glitch that is actually already fixed I just didn't get the chance to push it onto the version everyone can play.

At 34:42 and 36:47 to clarify, each Appliance can build a mini-tower (the Oven builds those red turrets, the Fridge builds the grey Mini Fridge, the Dishwasher builds the Knife Set). I'm wondering if I should make it so the player can built any mini-tower with any Appliance since I thought about adding a 4th or 5th mini-tower (had some critiques that 3 minis just isn't enough, and I totally can see that). I'm still in that phase of "Soooo what should we do now?" so I think I'll try to come up with a big plan before diving in haha.

Some things I'd like to try adding include fully animated enemies and appliances, a special attack/ability for mini-towers when upgraded to Level 5, nerfing the cart a bit, a button to toggle game speed like Bloons TD6, and of course general balancing, lemme know if any Appliance/Mini-Tower felt too weak/strong, this is an equal opportunity Kitchen LOL

Nice work slaying those demon Jigglypuffs, thanks for playing!!

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