This was really fun. Cooking sim but as a platformer is a neat idea.
FrancisVace
Creator of
Recent community posts
This was a really charming game.
Although I did feel at times the design was at odds with itself as the enemies kept giving themselves shields and I had to take sanity damage to survive/get rid of the shield only for them to put up the shield again next turn. So cards/attacks that felt like they should have been stalling tactics were effectively doing "damage" to me when enemies used them, and when I used them they also did "damage" to me.
When I was writing this comment I thought maybe I had misinterpreted the shield mechanic and it only lasted for one turn (which would have been more synergistic), but I played again and I don't think that's the case.
All that being said, I did play this for longer than the average submission I've tried, and did quite enjoy my time with it.
I must admit that i did end up having to cancel the last couple of areas i had planned for time/deadline reasons. Without them, getting to the final room requires a fair bit of back tracking, which the game hasn't really asked of the player up until that point.
Also the last pick up is meant to open a new browser tab and navigate to a cat video on YouTube. I hadn't considered until now that people may have blocked that in their browser settings. I would have liked to have made a better ending, but again, deadline : (
I'm super grateful for you taking the time to give such a detailed answer. Stories are often up for interpretation, but I can provide what my intention was at least to the story.
The three divisions are all working on seperate projects. Newminds are making the AI powering the robots (and are responsible for most of the obstacle course like rooms) Interface is developing brain-computer interfaces, and Everlight is trying to create an immortality device.
Everlight already have a device that can freeze all living matter in place, and they believe that they will be able to localise the stasis to individual cells, allowing people to still get about without aging. As they spend longer and longer without being able to crack cell localisation and David gets sicker and sicker, he eventually starts fudging numbers in desperation, and takes the device to a remote area hoping he'll be able to hold just himself in stasis until a cure is found. Unfortunately, the field is much bigger than he expects and the entire facility is affected. (the room btw is the robot storage room, I like to think every time you die it sucks one of those robots up the tube to place at the checkpoint doors)
The voice that you hear throughout the game is Brian, the scientist who just happened to be testing the Interface device when the stasis field started. (He's in the bottom left of the map)
Like I said, this was something I'm experimenting with, with a view to tell a story similarly in the current non jam game I'm working on, so I really appreciate your feedback.
A lot of your criticisms are things that I pretty much just have to say yeah, I agree, these are just things that got put on the will not fix pile when prioritising what to do with the limited jam time I had.
I am very interested in your thoughts about the story though. Like I said, this is a jam game, and one of the things that I was experimenting with was this less explicit, told through snippets type of story. I didn't want it to be too obvious, but didn't want it to be completely inscrutable either. It's not a tightrope I have much experience walking. I would be keen to hear what your guesses would be to the questions you raised regarding the ending.
(here's fine, or if you're on discord I'm Francis#8112)
Thanks for the feedback :)
I am starting to see that I didn't quite communicate it well enough, but I had meant for the doors to be a risk-reward decision. Do you take a temporary setback to open the permanent shortcut, or do you continue on without a safety net? Like a reverse of Shovel Knight's breakable checkpoints. So the way you played was one of the intended options.
In hindsight though, I think there are a number of reasons they don't quite work, so they'll likely just be regular unlockable doors in the post jam version, lol
I completely agree with all of your critiques and suggestions.
After the frenzy dust of the jam settled I looked back and now I kinda think I made some design sacrifices for the sake of aligning with the theme that I probably shouldn't have.
The post jam version is very unlikely to have locked door deaths (for the reasons you laid out and also because i think the hurts the exploration to not walk through the door you just unlocked and see where it leads for yourself) and I was also talking about the design with a dev friend of mine yesterday and we came to a very similar conclusion about the placement of the hearts.
I really appreciate the time and thought you put into this, and am super glad you enjoyed your time with it :)



























