Thank you, glad you enjoyed it! We put pretty much the full 3 days in, even if we did burn a lot of planning time on rejected ideas xD
With feeding the humans to the monsters, we liked the idea that you could be quite tactical about it, and maybe grab ones who were leaving, or angry!
Thanks for playing, and we'd love more reviews (but most of us are to busy to do any rate-for-rate, oops!)
ArbuthnotBlob
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Thank you very much! I'm glad you enjoyed my artwork!
The lack of pure win state was to make a stronger reference to 'Failure is Progress', as to keep the monster customers happy you would eventually trash the whole cafe, but we ran out of time to really make that obvious, which was a shame as we though the idea was really funny. I would have loved to make some epilogue art, but that's the way the cookie crumbles...
Oh no, that's kinda hilarious! Windows is mainly recommended to avoid a display issue with the web version we found with like, 5 minutes to go, apart from that I believe the builds are the same (but I'm not the person ask on that front!)
Thanks for playing and commenting, glad you enjoyed the game! (Also, snap! Saw your boxing game in the list and was laughing because we spent like an hour+ of planning time discussing a rigged boxing match game xD)
Just played, rated and commented on yours (nice job!), would be much obliged if you did the same!
Night at the Beastro: https://itch.io/jam/wowie-jam-3/rate/937121
Fun platformer - probably has the nicest feeling jumping mechanics I've encountered so far! The lighting effects for movement and SFX for duplicating were also satisfying.
The chill music really helped me to not get frustrated when I made mistakes (well, until I duffed up and accidentally pressed M in just the wrong place right at the end of a level xD)
Some kind of checkpoint system, even only on an easy mode, might help the replayability a bit, but overall, this is a solid, fun game!
This is probably the best game I've played in the jam so far - doesn't hurt that I'm a sucker for fantasy stuff!
Impressive amount of work for 72 hours - all the different sprites and backgrounds, the level up system, enemy AI, satisfying movement, music tracks... nice job!
My sole complaint is that playing on a laptop trackpad I could feel the carpal tunnel coming as I tried to rapid fire shoot the enemies, but with a proper mouse I'm sure it would be fine xD
I wasn't great at this, TBH, I got surrounded and killed a lot, but I still found it heaps of fun and you incorporated the theme well to make dying anything but a frustration! Loved this, excellent work!
Once I figured out what I was doing this was a fun romp! Loved the music and the sprite work, although I will confess I didn't have the patience to replay enough to unlock everything.
As a couple of other people said the control scheme is maybe a little unintuitive - I kept trying to use spacebar to throw the mud and then dropping it rather than using it xD
Overall though, this is a really polished jam game, nice work!
I enjoyed playing as the little onion-shaped spirit guy, even though the graphics were fairly simple they were really appealing!
It felt to me like a lot of the hitboxes for the spikes were a bit too big, I kept dying by coming just a hair to close to some things without actually touching them, especially the vertical spike walls and the trampolines. I honestly thought I was going to soft-lock the game, I created so many bouncing dead onions at one point that I thought I'd made it impassable xD
I definitely wasn't playing correctly all the time, I sort of spammed my way up a lot of the vertical obstacles by hammering the buttons because I made too many corpses and couldn't get past them easily, but I'm awful at platformers, so perhaps take that with a grain of salt.
Overall I enjoyed it, but nearly slid into frustration a couple times with how often I died without meaning to. Nice concept, clean execution, managed to survive my inept platforming without breaking!
This was a fun little platformer, I love penguins so I clicked through to this out of the blue xD
The core mechanics were good, although I seemed to die a lot to some of my spacebar pushes not registering quickly, perhaps that was just me! I also spent a confused couple of minutes trying to work out why the <> buttons didn't do anything before finally realising you meant the arrow keys - might be something to label a touch more clearly in game in the future, but it's in the description so I can't fault that! My own common sense working against me there, really...
I liked how the fish played with the instinct to collect collectables, and made you larger so obstacles were harder to clear, and how the speed of the levels made dying almost an act of scouting ahead (failure is progress!) even if my memory is pants enough that I wasn't benefitting from it much.
Ultimately I quit out around Level 6 because I was really starting to feel the gameplay repetition, but I'm not a big platformer player so I wouldn't take that as a negative! The art and music worked well together, and the whole game has an air of polish which is quite impressive for the timeframe, on the whole, nIce Job!
Thank you very much for your comment!
With a great deal of difficulty xD It did help that there were 3 of us splitting art, programming and music, but it was still a heck of a race! I'm glad that you like the animation, the weekend for me passed in a blur of 3-pose walk cycles...
I was aiming to create characters with appeal, and I'm glad that for you at least, I seem to have managed that - thanks again for your comment and for playing!
Unfortunately I'm too busy to do any rate-for-rate right now (hopefully by the weekend!), but still deeply obliged to anyone who wants to check out our action/cooking game!
Night at the Beastro: https://itch.io/jam/wowie-jam-3/rate/937121
Unfortunately I'm too busy to do any rate-for-rate right now, but still deeply obliged to anyone who wants to check out our action/cooking game!
Night at the Beastro: https://itch.io/jam/wowie-jam-3/rate/937121
Who knows, maybe the salad is extra good!
Thanks, really glad you enjoyed it! Makes my job extra worthwhile when people enjoy the art xD
Ah, one of the big ambitions was to have about 5 NPC and Monster variants, but in the end I completely ran out of time, even to just to make palette swaps or give the green sweater guys different hats! For the sake of game balance I'm not even sure we could have added more food, given we were more interested in balancing money vs furniture vs customer numbers.
Only having one level so, no matter what you would eventually run out of furniture was our main way of feeding into 'Failure is Progress' - you 'win' the game, but also the cafe is... gone!
Nevertheless, I'm really glad you enjoyed our game, and appreciate all the hard work the team put in! Thanks for commenting!
Hahaha no way! (I'd check it out and rate-for-rate but because I'm not the primary developer I can't, boo!)
We made it all one level for "Failure is Progress", so you still 'win' because you are making customers happy (and the more who leave happy the higher your score is) but you still fail because, in the end, you have to feed all the customers and furniture to the monsters! We intended for it to be a funny, ironic ending, and I would have loved to seal the deal with some ending graphics, but we ran out of time for a full illustrated epilogue.
Glad you enjoyed it!
Glad you enjoyed our game!
The game actually only has one level, it was to fit with "Failure is Progress" - as even though you make customers happy, you have to either trash the restaurant by losing all the furniture, or feed your human customers to the monsters. As the artist, I wasn't involved in play testing because I was so busy (and run a mac xD) but I did hear the playtime length could be quite variable depending on the monster spawn rate.
If you had made it to the end (by losing all the furniture), I believe the end screen would have given you a score based on how many happy customers you served - we had planned to have a second fail state you could reach by making too many customers angry but I believe that was scrapped (along with various bonuses like sound options and key mapping!)
Irregardless or the lumps and bumps, glad you enjoyed all of our work over this long weekend, thanks for commenting!
Thank you! As the artist, I'm so glad you liked the character expressions - that was probably what I had the most fun with xD
I can't comment on the scrolling mechanics as I had 0% contribution to the coding and I can't run the game myself (Mac RIP), but circular scrolling does sound like the best method. I imagine it, just like the accessibility option of a timer, got thrown to the wolves as we prioritised getting that core gameplay to work in the 48 hours!
Glad you enjoyed the game, and thank you for commenting!
Thank you, glad you enjoyed how it fits into the theme! As the artist, I'm glad you liked the art too!
Yeah, we were working on it right up to the death, so a number of things slipped through the cracks, most notably the now somewhat-beloved 'permadeath' bug xD If you do find yourself wanting to try again, restarting the game does clear it out. Thank you for playing and commenting!
Thank you! Yeah, changing the game engine font to something a bit more unique was one of those things that just got squeezed out as we had to prioritise getting the core game to work! As is, all the menu text is just saved out as PNGs from Photoshop xD Glad you enjoyed it despite the various hiccups, and as the artist, I'm happy you liked the backgrounds!


Just an example of how much I kept running into the sides of the spikes xD