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extranji

15
Posts
A member registered Oct 05, 2019

Recent community posts

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The combat phase is playable let's fucking goooooooo! Right now my only strategy is really just getting big numbers on my feathers, but I like the idea of the elemental system you've got the makings of and would love a reason to interact with it more! Like if each day had one or two elements that the enemies were weaker to and the game gave information about the upcoming weaknesses - I would absolutely tailor my build to take advantage of that. I'm also interested in the cape and totem tabs in the inventory and would slap as many speed boost items on them as will fit hahaha. Thanks for updating the game - it's already a lot of fun!

I've never made a game myself, so you're leaps and bounds ahead of me - practice and persistence are how you get better!

Really appreciated the high density of checkpoints lol. Very nice game!

Do you plan on developing this further after the jam? I like the core of what you have here and would love to play a version that's just a little less buggy!

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Absolutely loved that the higher-ups both had malware on their computers lmaaaoooooooooo

I'm only disappointed that the tutorial talked about a minigame for image files that never materialized - something like that sounds like it would have been a great addition to both shake up the gameplay loop and also challenge you to remember what you were doing after finishing it lol. Also as a really minor thing it was a little annoying that when you double-clicked to rename a new folder, the "New Folder" text wasn't automatically selected for deletion.

Amazing work overall though!! The art, sound design, and writing were all top tier!

I got stuck there too, can't see a way to progress

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I see so many people saying they had a hard time finding the ingredients, but no one explains where they actually are! I still can't find them T_T

Edit: Okay I figured it out right after posting this lol. They're in the gray squares immediately to the left and right of the skillet at the bottom. You've got a good base to build on here, nice work!

Heheheheh. Thanks for the chuckle!

Yo, the slingshotting mechanic was actually super sick to play with once I figured it out! If you made some more levels and ironed out some of the bugs this could be a really cool game - nice work!

For anyone playing who needs the controls:

WASD to move

Spacebar to take a customer's order and collect ingredients

After getting them from the fridge, you have to put the burger patties on the grill and wait until it says they're finished

Once you have all of the ingredients for an order, assemble them at the cutting board with Spacebar

Then go deliver the burger with Spacebar again

E opens your supplies/upgrades menu

Subscribed, thanks!

Holy shit dude. The game became possible once I stopped caring about the gems, but that was still brutal. No shot you expected the player to swap between pogo and shielding on level 4 though - I literally just threaded the needle between the falling cannonballs lmao. Would definitely benefit from a longer difficulty curve (e.g. I would introduce the player to wall-jumping with 0 threat before expecting them to do it under pressure) because the existing one is legit a difficulty skyscraper hahaha

Got a burger order for 5 onions, a piece of lettuce, and another onion LMAO

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Game felt so good once I got the hang of the controls - beat it on my second try! Reading the comments it sounds like you're going to continue development on this and I'd love to see where yall take it! Where can I follow you for updates?

The game really hits the ground running, which is great in the context of a game jam where people mostly want to hop in and get to the action. However, if you were to develop this further, I think the game would benefit a lot from a much slower start! Have only one room with 2 or 3 slot machines and a few dedicated customers, and then you have to buy additions like more slot machines, poker tables, more rooms, etc. That slower start would allow for an incremental tutorial and generally help the player not get overwhelmed, as well as make balancing things a bit easier. So many customers and slots off the bat means you don't have to do much to be profitable, and while it's fun to see the number go up, having no threat of failure is a little boring.

I can imagine a ton of depth that could be added to the management of your employees too - maybe some are better at their jobs than others and start off more expensive, but the ones that are worse might improve over time for a lower salary.

You did a great job for your first submission to a jam, though! It's a cute little simulator, and I'd love to see you expand on it!