i am currently working on an update, but it’s not my highest priority
GameCook
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the game’s concept has one of these viral simulation + cozy game vibes to it. my only problem was with the tutorial, really couldn’t figure out what exactly i should’ve done, but after i got the hang of it, it became pretty cool if you want to continue on making the game maybe concider making the risk/reward system a bit more significant. make more cookies (obviously) and with a proper economy system, the game would be perfect! also don’t forget about a playable tutorial
Great game! i loved the flow of the gameplay, worked almost flawlessly! rewarding and versatile and hard enought to give you a balanced challenge. every time i got hit i blamed myself for it. the game could really use controller support tho and i loved the fact that the music changed with your rank meter, just like devil may cry!
Give me any games that involve playing cards and dice, i seem to be enjoying them quite a lot! I will give my honest feedback.
And if you’re interested in similar games check out mine:
https://itch.io/jam/brackeys-14/rate/3849851

i played your game and gave my review if your interested in similar uses of the theme (blackjack and playing cards) try out these games: my game: https://itch.io/jam/brackeys-14/rate/3849851 another game by someone else who had a similar concept: https://itch.io/jam/brackeys-14/rate/3850868
i quite like people who made games that involve cards specially 21. i did something similar myself the game on it’s own, as a blackjack was pretty good with rouguelike elements it was really innovative. but the use of the theme could be much better, there wasn’t much of risk to what you were doing since the punishment wasn’t significant. but definitely keep working on the game and by adding more features you could turn it into a commercial release.
cool game, there were some good things about your game, the clicker style was changed and refined into a biscuit dunk mechanic. and the use of the theme was incredibly creative! but i wish there was more of a punishment for dunking your biscuit too long, and the duncking mechanic could be harder, like adding a qte or something similar could work. and i’m not sure if you did this on purpose, but the shop menu could pause the game so i could read my upgrades better and choose easier, but i guess that was a type of risking as well, you risk your timer for an upgrade for your first jam, this game was great!
Great game overall, when i realized that you can put your souls onto a card to ruin the dealers cards i was honestly surprized! an already popular game, but with a great use of the theme! there were so many good things about your game and honestly not many (or even any) issues. the game could use some other features and become a full steam release! nice job!
crazy how you could pull off such great music and art in a few days! the theme was “lore accurate”, cuz you go on an adventure (risk) to get the biscuit, i wish the game made the use of the theme more significant from the beginning. kindof like how a revenge game showcases something to avenge for (like a bad guy killing your buddy) from the ground up also i wish the theme had more involvement with the gameplay as well but this was overall a great submission!
Good job! As your first game, this is too good! There are several things that i think needed some extra work: The second boss, the cactus’ projectiles felt a bit off. First of all, there’s this circular projectile that blows into 8 blades going in 8 directions, but there’s no indication to those 8 blades, you just think it’s a normal projectile until it blows up and it’s too late. there’s also another attack in which he shoots 4 blades out his mouth, while he does open his mouth, the blades spawn too close to the player, it’s like they’re already half way through. i think they should spawn one after the other directly out his mouth. Also it would be better if the boss’ projectiles had some indication as to what the player is going to deal with. For example before the projectile spawns, it fades in in front of the boss first, then moves towards the player The spaceship movement was kinda hard, but it works very well with the game! Adds some extra unpredictability and forces the player to be more aware, it just adds some extra challenge. Except for the final boss. It just feels like a bullet hell which doesn’t work with this style of game play. Good luck!




















