Nice gameplay feel. I like the Gameboy retro aesthetics!
darkfenix
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I can see this as a prototype for a larger game. I like the mini-game feel; once I figured out the loop it was a matter of selecting the correct ingredients before drinking or before the time runs out. I think a bit more difficulty as you progress would have made it feel more of a game, but otherwise great job for your first completed game in Godot! :)
Loved the 90s styling and aesthetics! For some reason I kept thinking of the movie Twister when playing this. The storm simulation and movement in the van felt very premium and polished - way beyond indie level I would say. I liked being able to look around inside the van. At first, I tried it on Safari and the mouse wasn't working, so I switched over to Chrome and it worked. Great job and nice visuals overall!
It was a nice prototype, the bare bones are there, given enough time and polish I can see this being a fun game loop!
Things I liked:
- Easy to understand game loop; picked it up quickly
- Music was perfect and fit the vibes
- Green -> Yellow -> Red indicators to prioritize who to serve first
- Minimal onboarding
Suggestions:
- Time limit could've been extended, especially in the beginning as we're learning the game, then shorten as you progress
- Would like to see the graphics and other juice if given more time
- Y-invert option for players like me :D
Thank you so much!! The RH/LH accessibility came after having my southpaw bf playtest and I noticed him struggling with the controls. Initially I was going to have manual key bindings but that felt like more work for me (and onboarding friction for the player) so I opted for a simple toggle. Happy to hear it found its way to someone's future game :)
I should have cut wave #2 or 3; after playing more, the easy waves did feel a beat too long before the intro of the tougher printer mobs... so many learnings came out of this jam!
Great storytelling, I liked the mini games (especially the space shooters one), the import/export save feature, and the different potion outcomes based on performance. Nice, focused game loop with replayability (what potion will I get next?) The stirring one had a bit of a learning curve compared to the others so that was a nice challenge. Great job!
Really liked the graphics and animation - the feather on his helmet was very fluid! Music/sfx had a very retro feel. Loved the humor in the storytelling. Collisions were a bit off; there was a large gap at the top between houses that I wasn't able to pass through even though visually I should've been able to. I like the drunk timer mechanic to collect the fruits but I felt the actual time to sober up was a bit too punishing at the start - it didn't give enough time to explore the forest before resetting in the tavern, so I kept thinking I did something wrong. Eventually I was able to unlock the woodcutter somehow (I think I went to the far right, sobered up, got transported to tavern, then his beer request unlocked with the bartender?? Not sure, the signal wasn’t very clear.) Just some balancing notes, but otherwise nice game overall, and very nice visual polish!
Great storytelling, love the unique art style, music and overall fun! I didn't conserve the different colored berries before learning the game loop so I ended up with all red berries in the end. I ended up tossing red berries into the cauldron non-stop to spawn more and more trees until the ground was overrun with red berries to keep my bear fed. Not sure if there was a law of diminishing returns if you fed only one type of berry but that would've added some difficulty to the game. Also when there were too many berries on the field fps seemed to drop significantly, maybe despawning berries on the ground after a time would solve this? Other than that, nicely done and great entry for the jam!
Thank you so much for playing and rating! Not sure if you played through a second time - the Overtime wave is really unforgiving. And good point on the music; I chose it because it fit the game loop, and I really liked it, but I just wished it had more variety so it wasn't the same thing over and over. But it kinda worked for the game's content and illustrating the rat race lol.
Very fun and innovative game! It was a bit overwhelming at first with all the sliders and things you can adjust while trying not to let a sale pass you by, but I was able to figure out the game loop by day 3, and became quite addicted! With more polish (the shop visuals were a little hard to understand) this could be a solid game. Very nice job!
Wow!! Very impressed with this Zelda clone entry. From the pixel art to the music to the massive (for a 9 day jam) world map, I found myself compelled to save my lover by collecting the 4 items (I died at the snakes...) Combat could've been more polished, but understandable given the other things you focused on to produce this amazing game.
Very GTA throwback! I like the mission game loop; my only nitpick would be to be able to control the car with WASD in addition to arrow keys. I use a MacBook and the arrows are half-size, so it started to get uncomfortable after a while (and because it's been a while since I played old school GTA, it took some getting used to the up=north direction controls!)
Awesome work on the retro wildcard!! I loved the pixel art, NES-style movement, chip-tune music and sfx. The brewing mini-game was fun (although I wasn't able to make any potions because I kept running out of fuel lol). This is a nice prototype for a larger game if you decide to keep working on it. Nice job!




