In fact, you could do both, keep the old pizza move off screen on the conveyor visually while starting the new pizza gameplay wise. If everything is linked to one and only pizza, I agree it could be difficult to do in the code
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We are a team of 4 with 3 member in a part time job. We had plenty of time during these week. Plus as we are in europe, we are in GMT+2 timezone. So the last deploy was at 01:00 am the 27th in local time.
We also have a script that compile the game for windows, linux and web and deploy them to itch.io, so updating itch.io was less stressful and quicker. And everyone roughly know how to use Git, so even less stress and more security on the code base
Cool little game, I really liked the spin of the idea
I see that we can't draw a circle too big for balance reasons, but it breaks a bit the flow. Maybe a better solution would be to make the start of the line follow the line after reaching the max length, like a snake. It should incentive people to spin their mouse to quickly fill the bar.
Great work
For the additional mechanics, having a simple game that can be played with just one joystick is something that pleased us, especially when making a 3 minutes games for a jam.
You're right about readability, it 's something that we should be looking for in the future
About the mouse spinning, it's something that was pretty hard to implements. Using the general movement was something I thought of, but in order to know when we are making circles you have to make circle around a specific centre point. To make it work in the allocated time we chose to use the dog as our centre point.
Thank you so much for your comment !
The timer is a leftover as initially we couldn't skip the instruction (also it was initially the screen "how to play" that was shown instead, but we found that the quantity of text was a bit overwhelming and repulsive, so we replaced it with the current screen that echoes the seriousness)
Thank you for playing our game
It was one of my greatest pain point, I spent 1 afternoon and 1 evening to make the spinning detection works. According to my test, you need to have a peripheral precise enough and to be constant enough and this is not something simple.
Plus the detection shouldn't be too sensitive or else spinning will always trigger (especially with the left joystick as it is the same code for both mouse and joysticks)
Thank you so much to have enjoyed our game despite the issue !
We need a bit of time to get use to the control but they work well.
I like the flow when you are precise enough to make it all in one spin.
Nice intro
I think I prefer that the timer stop et we get the next pizza's list when we press the right arrow instead of waiting the pizza to exit the screen.
The timing for the trash is a bit off
I really liked the game, good job !
The feeling of shooting is good, espcially with the change in the sound when change the kind of bullet.
I first thought that we had to match the bullet's color with the ennemies' color. But I didn't feel any difference in the damage deals.
I think that we are missing better feedback when we get hit
Also there were very little spinning and seriousness
Nice job for the game feel !
I really liked the concept !
I found it quite challenging, we don't have a lot of room to be able to both dodge and aim. Plus the limited ammo make that if we didn't manage to kill ennemies, we stay stuck in limb.
The visual are simple and clear, we can easily identify the different type of foes,
Audio is enough to make everything coherent
One caveat however, there are high stake goal for the seriousness criteria.
Nice job ! Especially for a solo dev !
