Thanks for playing!
Ben Slinger
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Thanks for the great write up! I'll get that bug fixed after the jam period - that does take you out of it a bit, haha.
In the final scene, there are actually two paths of dialogue, one more panicked and one more calm - you're essentially going back and forth between the branches based on how much calm you've 'generated'. So if you don't close your eyes at all you'll see the whole 'panicked' path, and if you close them immediately and keep them closed you'll see the whole 'calm' path. That probably ended up being a bit too subtle to be noticeable though.
Thanks for playing!
I like the gameplay idea of killing enemies to alter the terrain, and the art is very cute. Great to see a bit of a story in there too. I did find it a bit frustrating to have to start the whole level over when I died, and it was too easy to accidentally pick up your sister and then jump off a cliff, haha. Great job!
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!













