Hi Rafael - we are releasing this game in a polished format on Steam along with two other cases as The Grant Grover Anthology. Would you mind if I used parts of your review as a testimonial on the Steam page? Thanks again for your kind words! :)
Ben Slinger
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Thank you for the kind words! For us the key to getting a narrative game done in this time is really nailing down the scope of the story before you begin, and getting at least a draft of the whole story in as early as you can. In this case we are using some tools that we've developed from previous games (to handle narrative state, cameras, fade in/out, etc), and using that to throw the game together end to end as fast as we can.
I think we had the full story in place with placeholder scenes by Day 3 for this jam, and then we could spend the rest of the time editing and polishing the dialogue, building out the scenes, etc.
For Godot, I highly recommend Nathan Hoad's Dialogue Manager plugin, it's very flexible but gives you a lot of power to easily write branching dialogue, hook into state and events, etc.
Thanks again for playing!
Love the idea of cooking eldritch horrors and then having to fight them! With more time I think this idea could work really well, but as it stands the combat is a bit too straightforward, and I didn't really understand what my purpose was once I'd filled Death's bounty. Given that there weren't actually any choices to make for the recipes it felt a bit too linear too.
Love the sprite work though, and again, really fun idea! Nice work!
Very cool to see an RTS in the jam! It's really fun seeing my little trail of ants running around the kitchen, and great job with the path-finding and movement. It did get a bit janky when I tried to get the biscuit tin from the direction of the table, my ants disappeared into the counter I think and then the vacuum or the rolling pin got them, haha. Great work!
Thanks for playing! We considered having a "New Game +" mode where you could simulate the specific playthrough you wanted (eg. play as if this is the 2nd play), but we didn't end up getting to use the mechanic enough to really make it worthwhile.
Good point on signposting the memory reveal, especially that you would only get one click. I'd like to find an in-universe way to make that clearer.
Thanks for the feedback!
Sure thing, here you go! The podcast is an improvised video game podcast, so we come up with new game ideas every week: https://www.bitstormcast.com/episode/secretly-sassy-shrubbery
They were real! And I agree, I love the idea of sharing asynchronously with other players in a game like this - we actually did a whole episode of our podcast where we riffed on ideas for this sort of mechanic, and I'm keen to build some more prototypes that use it. (Tell me if you want a link to the podcast episode, I won't post it immediately to avoid being spammy, haha)
Ah, this is so cool, but unfortunately very buggy! I couldn't restart after dying, I was still able to move after dying the first time, and at the end of the round one of the zombies was still alive. There was also a moment where buying an upgrade it showed I had enough cookies but wouldn't let me buy it.
With a bit of bugfixing and some UI polish this could be really great!
I think that makes you the first to see either of the extended endings, well done!
We're using simple Websockets to talk to a server running Partykit on Cloudflare, where we're just storing some basic stats about how many people have played, the points that have been revealed on the memory, etc. We'd definitely love to do more with the idea in future, potentially bringing in statistics based on what choices people have made, in-game probabilities based on play data, etc.
Thanks for the kind words!
This was great fun! I especially loved the way the music was layered when you went into a minigame, and the physics on the robot when you ran into a wall added a great level of tension. Each minigame was a bit different and fun to play, the only one I had trouble with was the rhythm one as there wasn't a great visual indicator of where each item needed to be when the button was hit.
Amazing job!
The vibe on this was great, loved the clean graphics and interface. I think there needed to be more rewards though, I didn't find it compelling enough just to get a higher number, I usually play clickers to see what's going to be added at the next stage. Cool idea adding the gambling mechanic, good use of the theme!
This was a really cool idea! The graphics were really nice, and the platforming wasn't too punishing. I wish instead of lives it just let you restart the level with the same amount of cookies you had, there were a couple of deaths that were through experimentation (the milk for example) and it would've been nice to just try again rather than go back to the beginning.
Great use of the theme, well done!
Oof, this was a difficult game with a mouse! It's very frustrating when you're close to taking out an enemy and they regenerate all their health, it might've worked better if they regenerated slowly, or if there was at least an indicator of when they would regenerate.
Cool idea though, nice work getting it done!
Love the voice acting, and really cool to see a procedurally generated dungeon in the jam. The combat was pretty frustrating unfortunately - the hitbox for the player seems too big for the fireballs which makes it quite hard to dodge them, and combined with the inconsistent timing of when they fire it made for some cheap deaths. As others have mentioned, the pricing was also way too high to start, I wasn't prepared to grind that long!
All up though, pretty good, well done!
Cool idea, and the track is a banger! The art is nice, but I wish the camera was zoomed out a bit so I wasn't mostly shooting at an off-screen enemy. I love the idea of jetpack combat but it felt like I could only tell if I was even hitting the enemy when I was right up close. Otherwise quite polished, well done!
This was wonderful! I love the idea of telling a story from the perspective of the puppy under the table is brilliant, and the art and sound really helped it along. I loved the way the voices almost sounded like they were part of the music at times. And the story was super compelling, even before it took a bit of a turn, great character writing! Well done!











