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clenel

3
Posts
A member registered Jun 05, 2025 · View creator page →

Recent community posts

Awesome game! I love the cute sounds, art, and feel you had for this game. Although a bit hard to play with a mouse, I highly enjoyed the rush of taking and serving orders.

I LOVED how the fishball sprite changes through time! I loved the cooking and gulaman pouring SFX, which made it all feel real. I would say this game had some good juice to it. The tutorial art was cute and well-made, and I found it highly effective.

Some issues though. For the art, I found it hard at first to distinguish interactable items, especially the fishballs themselves. Thankfully, I had the tutorial to guide me (which was really well done!) but I was confused at the start because I had no idea what I had to click and where exactly. I also had issues reading the orders, especially the ‘S’ symbol for the sauce, and I thought “is this 25 or 2S? In summary, my main gripe is with readability.

For the gameplay, I think that the customers spawned way too fast. It would be fine if I could serve orders just as fast, but I had some small but important hurdles stopping me. First, I find the gulaman circle where you put the cup to need way too much precision. I’d always be fumbling the placement of my cup in between spamming the fishballs. Same goes with the sauce areas– too small for me. It was also very easy to lose track of how much I’ve given out already to one customer, and I wish there was some indicator. I would also find myself losing track of how many fishballs I’ve already put in a cup before serving. When I get an order wrong (say I missed the sauce), I would get no indication of it other than the customer not leaving. In summary, considering the time rush, I would suggest making the interactables larger, more forgiving, and less precise. I would also like an indicator of what I’ve served.

But all in all, great game! Cheers to more game jamming with you.

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Creative mechanic. Finding out how it worked gave me that “OHHHH” moment. Execution needs some work though.

First the tutorial. The tutorial did a great job showing the parkour mechanics of the game. It did not, however, show the color switching mechanic at all, which is the core part of the game. Combined with the attack not working, this made for a very confusing start to the game.

Then the controls. I found it difficult and unintuitive to memorize which key to press to switch between specific colors. This made it harder to execute quick color switching maneuvers.

Level design. A crucial aspect of level design is communication– nudging players to go towards some destination implicitly or not. In the tutorial level, the last fall from the platform is not clear that it is even there. It is also sometimes easy to forget where obstacles will spawn when switching colors, making it easy to accidentally get stuck into objects when you forget where they will spawn. Making the direction to the goal subtly clear is an important, difficult, and interesting part of game development.

Overall, great game art and polish! Couple bugs, level design, (soulslike) tuning issues, but creative take on the theme and execution.

Hello! Says here the game is currently unavailable for download.