Thank you for playing! And thank you for the suggestion! There actually are some very subtle sound effects for the rope, but I need to redo the way they are played
BluEagle
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This is a really fun bullet hell game (pun intended)! I quite like the fact that the bullets are slow and big, it's unique from other games like this!
I think the game should be a bit harder and have more enemies to give the player an incentive to want to go back and buy upgrades to get stronger. I destroyed the portal and just zoomed through the map and killed everything in my path. I also think the melee weapon should have more range and knockback, so it's a quick way to put distance between you and the enemy
Very well done!
Thank you for playing! When I decide to work on this game again, I'm definitely either making the starting part easier or adding multiple (easier) levels beforehand, so the player can get used to the controls and the game's difficulty.
For the controls, I have no idea how to make them more responsive, since the unresponsiveness comes from the velocity you accumulate with swinging due to the physics. I think I will try messing with the speed variables a bit, and maybe secretly slightly lower the rope pivot point out of view as you descend, to help with the increased difficulty at higher rope lengths
I also agree that the music can get repetitive pretty fast. Thank you for the feedback!
Thank you for the suggestion! I should definitely slow down the lasers. The controls are quite tricky; they become difficult to maneuver due to the increased rope length as you descend. Increasing the speed would make it difficult to control when the rope is short in the beginning and after you get the biscuit, and also, it would encourage the player to swing in large amounts, which is what makes you lose control of your speed
Thank you for playing! The rope was very annoying to get right. At first, I used a SpringJoint and applied force to the player, but it was speeding up at random angles, and on top of that, it wasn't rotating the player sprite, so I scrapped everything and started over. I tried a PinJoint, which worked perfectly, except I couldn't adjust the rope length at runtime.. Then I scrapped everything again. I ended up using the SpringJoint and making it the child of the player, while making the player not a child of anything (previously, it was the child of the pivot). I simply adjusted the pivot position and SpringJoint length and rest_length (they both have to be the same value for some reason) without modifying any player velocity in code.
Usually, yes, but for a gamejam you should use Compatibility mode so you can export a web build. Web builds are what get your game played a lot more, faster, and easier to access! Also, keep in mind you can't use C# for web builds, only GDScript, which should be fine for a gamejam. But ultimately, you can use anything you want 💪, it's your game, remember to have fun with it!
This is a really good use of the theme, and the graphics are really nice! You did a very good job in this short time, especially considering you said you haven't worked properly in Unity for a few years!
I think it would be a fun idea if orders were displayed above customers' heads, so you have to make the orders in the order the waiter passes them, adding a bit more depth and strategy while utilizing the track even more
Thanks for playing! I had a hard time picking an idea I was comfortable making. The main twist on the game was supposed to be that you have to serve food as HOT as possible, and if they are not on the heat for some time, they become cold and ruined.
Thank you for the idea of using keyboard for interacting, it makes so much sense, I don't know why I haven't thought of it!
I would like to make this into a full game sometime, but only IF I can get some good ideas to make some unique twists different from Overcooked.
Thanks for playing! The object selection is a bit wonky, and I didn't have time to improve it. Initially, I used a raycast to achieve this, but I changed it to a hitbox that gets the farthest collided objects. However, I should've made it get the nearest object instead, or continued using the raycast.






