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flow era co

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A member registered Apr 21, 2024 · View creator page →

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Wow, thanks so much for playing! I feel like an expo's job is such an unexplored game role in a kitchen-style game and has such a high skill ceiling so this was just trying to work out how a game about expo might look...

Re: bugs-

1. Yes, that's a bug I couldn't figure out how to get around (deselecting doesn't actually deselect a dish) but I didn't realize it stopped the timer. Will look into that, thanks for the report.

2. I actually left that in as a debug tool, lol, that's how I played to test the progression easier haha!

Thanks for your kind words. I also agree it would be fun as a mechanic in a larger game, I am exploring to see how it would feel in a roguelike progression right now, but open to other ideas. So, the menu and other parameters would be randomized based on the "difficulty" of a service. I'm exploring something like Slay the Spire right now, each "node" on the path has different parameters for service. I'd also like to include the concept of "cooks" and "servers" - which are currently abstracted in this version by just having instant and consistent cooking/serving times. But maybe a fast cook cooks stuff faster, or a slow server takes longer to drop a dish at a table, or can randomly drop things, etc. 

Very strong experience overall—this really stayed with me. Without spoiling anything, the ending is definitely challenging, but it also feels impactful and earned. There were a few longer blocks of text that tested my patience a bit, and I think simplifying the radio controls could really help the moment shine even more. Having so many color options when only a few are truly needed made that section feel more stressful than it had to be.

That said, these are small refinements in an otherwise solid and thoughtfully crafted game. The art is beautiful, the music is fantastic, and the atmosphere is genuinely memorable. There’s something special here, and with a bit of tuning, it could shine even brighter. Great work.

What can I say—I’ve always enjoyed microwaves, and this game fully understood the assignment. A microwave platformer that makes no sense shouldn’t work, but somehow it totally does. It’s weird, chaotic, and genuinely fun. I laughed, I was confused in the best way, and I kept playing. Warm, unhinged, and oddly charming.  would reheat again.

Overall, I really enjoyed this game and its theme—it has a strong identity and a great sense of style. The art, music, and core premise are all very solid and pulled me in right away. My only real note is around the controls: I found myself occasionally triggering the electron wave emitter by habit while platforming, since spacebar is so commonly used for jumping (and here jump is mapped to up). It created a little bit of friction for me early on.

That said, this is a small tweak in an otherwise really engaging experience. The foundation here is strong, and with a bit of control refinement, I think this could feel even more fluid and immersive. Great work—I genuinely had fun with this.

Love the atmosphere, the thematic tie-in, and especially the music—this world is really compelling. I did run into some friction at first with campaign mode, and I actually found the beta endless mode more manageable early on. That said, it’s very clear how much time, care, and craft went into this, and I genuinely wish I’d been able to dive even deeper right away.

One small usability note: I noticed the “parts” section next to “ship size” a bit late, and it was hard to tell it was interactive at first—so I didn’t realize I could purchase a sail for my first 10 minutes of play. A little nudge in the game description or a simple controls/options page might really help smooth that first-time experience for players.

Even so, I had a lot of fun dodging other boats and riding the waves, and once I understood the systems better, the potential really clicked for me. There are some seriously strong bones here. With a slightly clearer on boarding and maybe a bit more starting currency to help players get equipped early, I truly think this game could shine.

I’ve always wanted to work on a boat game myself—and this one genuinely pulled me in. That’s why I played it in earnest and took the time to leave a comment. Great work, and I’m excited to see where you take this.

Thank you for playing!!  :    )

(2 edits)

running the pass at a restaurant is all about managing the waves of dinner service! 

inspired by real-world restaurant experience, this game is meant to emulate the overwhelming and challenging position of being the expeditor - the person who manages telling cooks when to start cooking their dishes, and managing what tables they get sent out to.

i wanted to create this post to see if anyone had any initial feedback we can get in before the end of the jam. we're planning on adding some sound polish and possibly helping tutorialize the general flow (fire dishes, select dishes, and send to table) since it's a bit obscure at the moment. looking for anyone with an interest to help playtest and provide feedback! thanks!

- cm

PLAY HERE!

thx jack

We really took the theme this year and ran with it to help playfully showcase our procedurally generated 3d hex map in Godot 4.4-dev3!

Available for Windows/Mac here:  https://itch.io/jam/procjam/rate/3067612

Let us know what you think :)

https://crabonfireco.itch.io/scary-jam

Thank you for playing... :) 

-cm

Very fair and thank you for the comment! The mouse currently moves from "captured" to "uncaptured" each click. The idea being, you can click, move and look around, then click again, and use the UI. However don't let me gaslight- this IS a crazy/insane/bonkers UX solution, the game wasn't originally even first person, and isn't really helped out much by the POV shift.

Two other small notes:

1. The average temperature this weekend of the 3 participants was greater than 100 degrees F (lol - we were all various degrees of sick, so this is "literally" a fever dream in some ways???)

2. The goal is just to see how the world events affects units and their scale.  If you've looked around, clicked on some units and seen their stats change, you win! :)

Thanks for playing <3  - cm

(1 edit)

Hi, thank you for checking this out! By any chance are you seeing a crab character animate and walk around? or just an empty island? 

We believe there are rendering bugs on web we're sorting out - wondering what browser you used? - cm