Your submission has been disqualified. This is due to your game also being submitted to "Clinical Game Jam", which is a vibe-coding jam. The rule in ADT Jam 1 clearly states that no AI generated content is allowed, which includes AI generated code.
ADT
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Being able to play other games in the phone is the craziest an most unique thing ever. It's literally pure wizardry.
That said, the visuals were pretty nice, I loved the amount of different snail variations. The audio on the other hand, could've been a better imo. I feel like there was kinda a lack of sfx. And some music would've been nice for sure. Though i suppose i could also just play a game and use that as the background music (which is what i actually did lol).
On the gameplay side of things, I loved the different functionalities of the phone, and the fact that there's games on the phone means i could pass time while waiting for the snail race, which is really relatable to real life lol.
Next, imo the initial training fee of 500 is rather high... like i gotta play lots of games, or get quite lucky with the races.
Also, you could just cheat the game by opening a game on the phone and then just leaving it there. Not sure if this can be done, but maybe you could detect interactions (keys pressed, mouse moved, etc) and if there hasn't been anything for quite some time, stop the player from earning money through games until they interact again.
Other than that, pretty cool game overall, and playing my game in there was really cool lol :D
Really good game overall!
The amount of polished you've managed is insane. The sound design too, was really well done, as well as the music. The sfx in particular felt incredibly satisfying. Also, the visuals were great.
Gameplay wise, I'd say it was pretty nice. I really liked that I had to actually think strategically rather than just randomly place blocks. However, the eating the tower part felt kinda easy imo.
ok so, the game is not bad overall. I liked the idea. The art was pretty good; i liked the different environments. The audio was nice too. But the gameplay wasn't that nice.
For starters, like many others have mentioned already, fortune cookie + bridge of the void combo is just too OP in elimination mode. In fact, in every mode, it's wayyy too OP... And this strategy below, basically guarantees a win in any mode when playing as fortune cookie:
If any cookie somehow manages to not step into the void, which in this scenario and from my experience of playing the game, the cookie will be on the third plank, never reaching the fourth (unless fortune cookie but im always playing as fortune cookie). So if the cookie survives the bridge, you can just quickly add a cannon to the second lane, capturing the cookie from the third, sending the cookie back to the second lane bridge to fall into the void. Hence this effectively becomes a foolproof way to win. Of course, the broken planks lane positions are random, but the strategy will still apply.
Next, I'm not sure if this is intentional, but the random obstacles mechanic doesn't seem to spawn anything other than the bridge of the void and the river. Imo if the cannon or the conveyor belt also spawns, it'll make for a much more interesting gameplay, cuz like- the cannon is pretty much the only thing that can take fortune cookie out from what i've played. Having the cannon be auto-spawned means you need to use the conveyor belt to make the fortune cookie avoid the cannon.
Moving on, at times, the gameplay can feel kinda stale ngl. Like when waiting for the cookies to get to the next obstacle, it can be quite a long wait, especially with multiple rivers having auto-spawned... I don't really know how you can fix this tho.
Anyway, I also found this bug where a cookie can get stuck whilst playing (rolling cookie is stuck):
And well in elimination this means you'll never win and will have to quit :/
Also, the outline of the text in the tutorial is kinda weird.
Next, the camera panning control felt rather sluggish, like the movement kinda accelerates and decelerates a little too slowly. This is not really that big of a deal but well it'd be nice if it was snappier imo (i added this feedback for the extra bitterness you requested :var:)
That said, I liked the amount of polishing you've managed to squeeze in. And I do like the different obstacle mechanics in the game, but it's just that the way that certain things are implemented... allows for the "foolproof win strat". If you balanced the fortune cookie's OPness and patched the strat, i feel like this game can be pretty nice.
I liked the visual style of this, the constantly moving lines really added a lot of life. The audio was nicely implemented, music was cool. Minigames were nicely done, and the controls are really intuitive, I didn't even need to read the description tutorial. The pacing is also nicely done, it felt manageable at the start, not being too overwhelming for beginners, and the rate of increase is nicely tuned. Each minigame also felt varied, which was nice, but with their difficulty being varied as well, I feel like the leaderboard does rely on quite some rng, especially when i keep getting the balancing game in some runs, which imo is the hardest minigame. That aside, really good job overall!
Amazing gameplay ngl. The entire game felt incredibly polished. The hits felt really impactful. The UI animations though subtle made the experience feel really smooth. The art and audio were great. As for the combat, it felt challenging yet not overly hard. I really liked the risk factor mechanic, as it allowed you to kinda "pick your own difficulty". (but one slight nitpick i have is that the name doesnt have alliteration, rip mentel game name trend :var:) Overall, an amazing game for 7 days!
FLAMETHROWER COOKING GAME LFG IT FINALLY HAPPENED.
Anyway, really cool idea for the theme.
Next, the art and animations were great! And the audio was pretty nice too. I particularly enjoyed the music.
On the gameplay side of things, though it's pretty nice overall, I think some aspects do fall a bit short:
First, this might be an intentional design choice, but the movement felt too fast for me personally; It's kinda difficult to precisely get to a customer's table...
Next, I would've liked to see the customers getting angry if their food hasn't been served, and some sort of penalty for this, because right now, my strategy is to just constantly serve the table closest to the station, and just ignore the others. This next point is not really gameplay related, but like having this anger system also provides some incentive to "risk it for the biscuit" imo. Like otherwise why would i wanna flamethrower the biscuits when i could play it safe with baking in an oven (though this option isn't provided in the game).
Now, this next point ties nicely with the previous point: Imo it'd be great if you could dispense multiple biscuits without moving them aside, like maybe have a them be arranged in a line as you dispense? idk. But with this, you can cook multiple biscuits at once easily, and it'd also be nice if you could carry multiple biscuits, so you can walk around serving different tables. Imo this system would provide more reasons to walk around, rather than employing the strategy aforementioned.
Moving on, for some quick feedback points: A timer would've been nice for the duration left of the day. Being able to skip the tutorial would be cool, though it isn't that big of a deal of course. A restart button would also be cool. There were some little bugs, like how meemaw is layered behind the tutorial text when her y pos is above that of the text, or how the flamethrower sfx continued playing after the day ended, or how the interaction felt a bit weird, like I'm near a customer's table and i wanna put down a biscuit with e, but the flamethrower is also near, so i end up picking up the flamethrower and putting the biscuit on the floor instead of the table.
That said, the gameplay of course had its goods. I quite liked the rats, who really helps create this frantic feeling. The ability to accidentally burn tables and having to use the fire extinguisher was really clever too!
Overall, it's not bad, but there's certainly room for improvement!
Thanks for the feedback! I wanted to add more scenarios but well unfortunately i ran out of time :/
As for whether there's more things, by day 10, a baker will appear, and by day 17, a wildlife control guy will appear. I kinda set the days which they appear too late tho, seeing as how repetitive the days are. You'll have to basically repeat the same actions 9 times just to see the baker :/
Thanks for the feedback! For the gameplay part, there's actually a bug (that i now fixed with the 48 hours bugfix period) which causes an npc (baker) to appear later than he is supposed to, and another npc (wildlife control guy) to not appear at all :/
That said, the same tactics do apply for stealing the biscuits and escaping from the normal guy, but once the baker or the wildlife control guy arrives, you'll have to dodge them by jumping rather than waiting for a fall, as they are able to outrun you and actually catch you!
Umm the robot is not supposed to follow commands... It is supposed to keep repeating a set of moves (hence fits the theme loop), and you're supposed to drag and drop the boxes around to help the broken robot get to the next level. As for the lag, yeah, the web game has performance issues, but the windows build has no lag though, so you can try that if you want! Anyway, thanks for playing!
The movement of the player felt kinda slow... Also, being able to move diagonally would've been nice. The art looked pretty nice, and the music was nice too. But adding some sound effects would've made the experience much better. I liked the screen shake when you hit an enemy, but adding some particles would sell the effect even more. Overall, lots of room for improvement!
ok so, I was quite confused on my first playthrough of the game. There was a station right by the clouds, and it was pointed in the direction where it connected to the blocked part of the cloud. And I was like: what? So I restarted. And yea, basically like many others mentioned, there were possibilities of illegal stations. And stuff like this happened too, which is avoidable through a slight detour, but it didn't feel that nice...

Next, route connections felt kinda weird too. Like in the scenario that I just showed, players would want to connect to the bottom one, but are forced to connect to the side. With how the routes are placed using only a click though, I do get that it is like impossible to guess the intentions of the player, so maybe the routes connection system should be reworked so that players get to specify it? Also on a side note, I somehow managed to destroy whatever was in the clouds in this specific scenario... didn't really happen again so idk what happened there lol.
Anyway, routes aside, I wanna talk about the upgrades, which again like some already mentioned, had duplicates... And most of the upgrades were pretty weak imo, which brings me to balance: The game's difficulty scaled far too quickly. Most upgrades just weren't enough to keep up, making the game length limited to around only 5 rides most of the time. I say most of the time because like others have mentioned (everything i wanna say is mentioned already loll) the overpowered hype train exists. Only with that power up does the game balance feel better... But well, this upgrade doesn't appear that often, at least from my experience.
Next, there's a few more minor nitpicks which I'll quickly go through: the passengers counter of the main station is kinda slow when lots of people are transferred. The camera is not able to move down further than the main station, which is fine, but felt weird. The build and demolish tools are buttons rather than LMB and RMB, which imo are more intuitive and less clunky to use.
Alright, the bads of the game aside, I do wanna give credits on the polish of the game. It actually felt really nicely polished, with the animations and whatnot. The sound design and music was also pretty nice, and the art too! And- this part tells me that this game actually has quite some potential: once i got the hype train upgrade (on my 4th play i think), the gameplay actually felt fun. I could actually focus on strategizing my tracks. The upgrades finally felt somewhat useful. Essentially it made the whole experience nice rather than frustrating. And welp I got 11 rides in the end with hype train:
Tldr: if you fix the game balance, some rng issues, polish up on some current features so that they feel nicer, this game could actually be really fun!
Amazing game! It felt really polished overall. The game idea itself is quite amazing- the fact that the more areas you skate, the higher your chances of dropping is really good! The controls are nice, though I'll say the spin to jump did take a little to get used to, but after getting used, it feels really good! I really liked the different enemies that force you to not just skate and loop- but dodge too. The way you can pick between normal skating with little to no risk but low score, and skating with mouse spin, having harder control over the character, with more risk but higher score, feels really nice. It lets both more casual players and skilled ones enjoy it to the fullest. The visuals were really nice too, especially the animations! And I loved the impact those freeze frames gave! The boss fights is also really cool. The sound design are nicely done too, and the music as well. One slight issue is that on wider screens, the default Unity blue background can actually be seen lol, and the UI goes out of the screen, but other than that, extremely good game! Probably one of the best I've played so far!