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FancyHat

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A member registered Jan 05, 2016 · View creator page →

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Vizuali skaists intro un labi piemerota mūzika, nedaudz nesapratu kas notika sākuma ar zemeslodi, varbūt tur bija animācija domāta, bet paslinkoju un spelēju web parlūkā un man bija prezentācija tur. Man isti neiet depresivie stāsti, tapēc grūti spriest cik tas stāsts ir labs, bet mūzika bija diezgan piemerota. Diezegan kvalitatīvs bullet hell tadā ziņā ka tiešam ir lodes no kuram japadomā kā izvairīties pat ja hitbox ir paliels, vienīgi tas piesitiens ar 2 krasām ir kas tāds pie ka varētu piedomāt klāt, jo krāsas jaucas kopā. Es sapratu ka tur ir uztaisīts, ka jādomā līdzi kurā režimā izdevigāk lidot šajā bridī skatoties uz ienaidniekeiem. Ta ir interesanta idea, vienkarši tehniski varētu uztaisīt lai lodes vai nu paliek daļēji caurspidīgas atkarībā no režīma vai arī nedaudz citādi vizuāli izskatās. Vai varbūt vienkarši man neiet ar krāsu atšķiršanu druzmā tik labi, grūti spriest.

thanks!
yeah, added some more enemies. balance is a work in progress, but tweaked it a bit as well. added card rarites to balance out rng

Thanks for the feedback! Yeah, buffs can go to the hand for flexibility. I've added some new buffs and unit abilites, so this becomes more relevant as some units add cards to the hand that you can buff with temporary buffs.

good point on strategic placement elements, I have added positional abilities to make add depth to it. Order and sometimes position matters more now.

Added few more levels so that it is harder, might add ascensions later.

Thanks!
Added rarities to the cards and balanced it a bit so that it is more consistent

Interesting and kind of funny vibe making fun of hard life under dictatorship. (or maybe it was meant to be about depressing life under strict dictator, can never tell without music :p ). I like that there are different buildings and crew members which gives the game depth to and strategy to consider. I think I haven't seen too much synergy between crew members or building/crew pairs, mostly some synergy between dice rolls (Maybe there is some, but I haven't found that much) . Love that there was a tutorial that gets the job done quite well. Sometimes I did not understand the button that you press to finish the building, it seemed to work once and not the next times. Overall there is depth in the game and also it was easy to grasp, pace was a bit slow, would be great with some more depth. 

looks like there's some error, if I hover my mouse close to humans, my screen gets black. js console gives this:

Unhandled Exception - TypeError: can't access property "_TK1", _wL1 is undefined in file https://html-classic.itch.zone/html/17376439/html5game/Kitchen%20Inc.js?cachebus... at line 1613 Kitchen Inc.js:591:495

###game_end###-1 Kitchen Inc.js:591:495

I am on Kubuntu, Firefox

Hey, just discovered we have somewhat similar games and even released them here around the same time. Love your way of execution, and how you solved targeting for example. Would love to chat and share how solved various problems if you want.

Really nice art and story, it works so well for the theme and gives the game personality. Gameplay started a bit slow and I felt like I can't do anything to save my stand, but that is usually the case for games with meta upgrade system. Progression was satisfying and kept me going for a while. Loved it overall, especially aesthetics and lore. Only thing I'd add is probably some simple ability at the start, to juice up beginning of the game until players get to upgrades.

Thanks, I'm glad you liked the bench :D

Love it! Main mechanic was quite enjoyable, graphics look nice, although lighting seemed a bit weird at first. Powerups added depth to the game and were satisfying in general, the only thing is that I wasn't sure when I was getting each powerup. (I assume they dropped from enemies and I collected them without noticing). The boss was awesome addition, pretty rare quality for a jam game. Only thing I'd suggest is to experiment with abilities being activatable so that you can plan ahead, but I did enjoy having explosive powerup save me in a clutch situation, added some drama to the game.

Congrats on making your first jam game! Pretty cool, I liked the music and sound effects. There were few bugs here and there, but overall it was quite smooth. If you want to improve upon future jam experiences, my advice would be to reduce default play time a bit, since in the jam people usually try to play as many games as possible. Build size is something that's important, but for Unreal it's understandable that it will be a bit bigger. Good luck in the jams to come!

Drag and drop should work. Are you dragging the recipes or elements themselves? Example is to drag 2 planks on the rock or 2 rocks on the plank. Also, any objects of same type and level can be dragged on one another 

Nice use of assets. Start was a bit confusing, but the gameplay was chill. Still would love some tooltips on buttons. Also, I'm pretty sure some of the screen was cut due to my monitor not being big enough. Love the strategy games in the jam, this was nicely executed.

Difficulty is a bit high as sometimes you have to defend 2 spots at once not to lose. That's understandable for a jam though. Speaking of which: graphics look real neat, especially for a jam game. Love the inclusion of abilities, tho I was hardly able to get enough items for them. Maybe one on a house could do the trick. Overall pretty cool experience.

Pretty cool. a bit brutal story, but it was interesting and fit the theme. I'd add 2 seconds delay before showing the end screen to show explosion. Love the graphics. Controls were simple and smooth.

Good old tetris. Liked the vfx and sfx, made it more epic. My only criticism is that difficulty is not going up, so it's easy to go on forever, especially with the F key.

Neat little experience. Love the 3d environment. Disparity between intro was a bit weird, but it surely stood out.

Like others mentioned, it was pretty cool, but hotseat might be an issue. I could find someone to play with, but only got one controller unfortunately. Never the less testing it out was fun and juicy, so I bet some AI would make this a banger. Could be able to play if ti could allow keyboard + controller 2 player setup.

Like this a lot. Graphics seem simple at first, but they're well animated and get the point across nicely. Gameplay works pretty well with the theme and there is even some variety in enemies. Overall nice job, really don't have any flaws I'd mention.

Neat little game, love the scope and execution. Sometimes it feels like it's impossible to jump between platform that I have and the one that is spawning next when it is above me. Setting is quite nice.

Love the atmosphere and graphics overall. Controls were simple and intuitive, the only thing that felt whacky is the direction of the bat. Slowmo was a really nice touch.

Game was a bit easy at fist, but got quite challenging when there were 3 cubes. Love the game juice sound and vfx, they kept me in the game for a while. Getting the Tetris effect when rolling the cursor when writing this text as well, so I'd say the game got me hooked.

Simple, yet interesting. I love the jump that the "enemies" make, it adds extra flavor to the game. Inclusion of backstory was a great touch.

Thanks! I will for sure.

Thanks. Yeah, it was a crunch, so balance is out of whack for sure for one thing. Regarding merge slots - it can be done by upgrading shop and resource generators, but its pretty hard even for me, so I'd definitely consider summoning the boss a win by itself. You make pretty good points, definitely will help me refine game. Thanks for the feedback and for checking out the game!

Pretty cool game, getting plants vs zombies vibes of course, tho I haven't played it. I suggest checking out "How I Got My Mom to Play Through Plants vs. Zombies" video on youtube, I really liked it. Sound effects and visuals were pleasing, I'd love to see some tooltip about what each building does and maybe enemy health. At first I felt that ground visuals were a bit noisy, but it wasn't an issue for me at all once I started playing.

Yeah, looks like I had a bug where recipes would not load on web build. Fixed it as per jam rules and now you can see the recipes. Thanks for checking it out!

Yeah, it had a bug where it did not load recipes. Fixed it. Thanks for checking it out

Pretty cool game, the concept is very similar to my last game "Arcane Board", but has very different execution. Making monsters part of the board is pretty clever and special 1x1 blocks in shops are genius way to solve problems of having those pesky 1x1 holes.

Thanks! Seems like quite a few people think rotation could be good add. I'll experiment with that

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Thanks, it's not a Unity game however. I made it in javascript using Playroom library for creating multiplayer games. It wasn't hard as the library is pretty good. Every player sends their current "joystick" state and the server calculates and sends positions. All the other calculations are done on the client side and once per game day I sync positions of the plants, because they are the ones that can get desynced. 

I've heard Playroom are working on Unity version of their library, but I don't know how soon that will be done.

Nice Job. Just to note for everyone wondering - this is for old version with very different scoring system

thanks. it means a lot to me

I have a webgame, so no actual playable files except the browser page

Note: After the jam fixed minor bug where timeout bar would not speed up if you did not pick the upgrade.

thanks. That is pretty good score 

Yes, the goal is to gain enough gold and defeat the boss before you run out of health. Actually I am currently still developing this game and experimenting with a version, where you only lose health from enemies. You can follow me if you want to get notified when I release it if you're interested.

Nice graphics and sounds. I could not pick up the phone using E, tried few times. Overall there didn't seem to be a goal (or maybe there was, just had to take a call from the boss), but mechanics were fun too play with. When picking up roots, they seem to get some spooky weird physics, like flying around in circles or launching me to the ceiling.

It was a bit slow to start, pretty sure it was mentioned before that it is best to spread tutorial text over the course of the game. After reading it, there were still some problems understanding the UI, sometimes the button would press and there were no indication that I had no resources or could not do the action for some other reason. Once I was past that, somewhere after the first battle, it started to become a bit clearer and it turned out to be a game with good depth for a jam and a handful of options. Graphics and UI are nice, only some simpler user onboarding is required. Could work well as a mobile game.

Feels like a complete game, has lots of feature/obstacles, very nice transitions and screens as well as solid controls. Jumping the wall was easy and intuitive, which is not always the case in these kinds of games. For some reason camera movement felt a bit dizzy, but I guess that is due too background. Spikes didn't stand too much from the environment even with red background, so when trying to speed through I got caught in them few times. Felt like adding more acceleration to runs might be interesting experiment to try. Tooth Fairy and Naruto enemies were hilarious, graphics look very beautiful.