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.
FancyHat
Creator of
Recent community posts
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.
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
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.
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!
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.
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.
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.
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 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.

































