Yeah the recipe UI was a rather last minute addition haha, especially without fullscreen it can look a bit questionable. We wanted to do an interaction indicator too but didn't quite get to it. Glad you enjoyed it regardless!
BassWasTaken
Creator of
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Hi,
First of all thanks for playing!
Second you got some pretty spot-on feedback because I believe all the points you raised is something we came across and/or wanted to address but either forgot or didn't have time for. It would have definitely benefited from a success animation or sound, we noticed it felt weird that you couldn't drop "wrong" food except in the trash, and we wanted to put some sort of tutorial in too.
There is actually a "reward", which is points, but it's not clearly presented and since we messed up the timer (I believe it adds like 100 minutes every 4th level) you never see the end screen and thus your never see your scores! So yeah there's definitely some polish left to do. If we do pick it back up after the jam I also believe there's a few feature we still want to implement, so loads to do still.
Anyway, thanks so much for your feedback and for playing the game! I'm glad you enjoyed it so.
I think there's a fun idea here and I think you succeeded in conveying it. It was a bit difficult to wrap your brain around what size does what- maybe this would work more easily in a 2D game without camera rotation? But the core idea of having these 4 systems you can use, one on each side, and having to juggle those, that seems fun.
I feel like there's a good idea here. In the current version I wasn't really clear on what options I had available except just randomly walk around. I didn't really have a clue as to what cameras I had available, the lay-out of the levels or what the hider could do. I also feel like, if the hider's goal is to exit the level I could just go stand there and wait? But I'm not sure if he actually tries to reach it. More than once I kicked a box that was clearly moving, but it apperantly was not the right box, and I'm genuinely not sure why it was moving then and how I should have known.
Again, I think you had a good idea and I would be interested to see where it goes. It's just that in the current version it doesn't feel like the potential has been tapped yet.
Not the original commenter but my issue was that the first game just takes very long? Like, to win the game presumable I have to wait for the other players to play all their cards? Maybe I just got rotten luck because they kept needing to draw cards, so no way that was happening within half an hour lol.
I loved the idea as soon as I saw the thumbnail. I think this would make for a cool racing/action game. However (and I seem to be in the minority here) I couldn't really get a handle on the controls, and I kept dying at the third section. It also seems like how fast you progress isn't taken into account when you get to a next section, it just fills a new danger zone rather than continuing the former, which didn't really feel fair for the player.
I saw some of the comments, bummer dude! Gotta say we caught it very close as well, caught some critical stuff and had to do several last minute updates within the final hour. So of course, there's always that danger and the element of luck... Of course you're right and you can always go back to it after the jam!
Super funny idea, and made for a fun little puzzler. The timer makes it a bit stressful, and I felt like not every level gave you as many items/time to select from, so I died because I was far from prepared for the boss (and was still placing items). Perhaps an indicator of level progression could help with that.
One piece of advise: you might want to remove the donation button from the page as I think they've disqualified people for that in the past.
Not only is there potential here for a chunky programming-puzzle game, there's room for some real Baba-Is-You type wonkyness with the different literal meaning of lines. You do a good job of introducing different mechanics to the player and making sure they understand them before they can move on without ever explicitly tutorialising them which I always think is a good level design.
Ok so the presentation of this game is absurd for a game jam and I need you guys to stop flexing.
In terms of gameplay I really like the concept but I couldn't really get into the meat of things, possible due to the controls (especially aiming) not working very intuitively for me, and there isn't much wiggly room. That's all things that could be improved in a future version though and I do think there's the seed here for a good puzzle platformer.
If I ever make a level-based game for a jam, I'm copying your approach to show the instructions on screen in the first few levels, and include a skip button on each level. What a great idea to increase accessibility and more easily show what your game has to offer for the ratings.
Lastly you came up with a ridiculously good title for your game.
This is actually a phenomenal idea for maybe like a roquelike platformer or something like that, where instead of or in addition to getting more powerful, you also have to pick your poison, as it were, and keep adding more hazards to the levels.
Great take on a solid idea and made me feel like I touched a flag!
(And thank you for having mercy in the horror addition, that made me laugh.)