Thanks for playing!
Your game is great BTW
InkyRisk
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Great game! It has a really polished aesthetic and a solid gameplay loop between the three phases.
I liked the deduction aspect of figuring out what the customers would like, which is similar to my team's ice cream game. Regarding the limitation—other than just doing the opposite of what the boss said—I actually forgot about it as I was playing. It became more about deduction and guessing, but that seems common with this jam's limitation.
I found the pacing a bit slow during the section where you give drinks to the customers. I wanted to be able to give drinks to all three of them at once and then click on them to get feedback or hear their responses. As it stands, I had to go down the line and wait for each of them to take their sips.
The individual word typing, telling you what was in the drinks you had made, was sometimes a little slow when I just wanted a reminder of what the first drink I made was. "Okay, yeah, let's not make another sweet one," or something -- I guess the more I play, I'll start remembering the associations between the ingredients and what they provide to the drinks.
I liked the dialogue part at the end of the day and wanted a bit more.
Overall, it's really polished and nicely done.
Having recently gotten a sunburn, this rang pretty true. Nice game jam submition!
One note I kept bumping into was the need to push E to interact. Since I was using the mouse to look around, it would have been nice to just use a mouse click for those interactions.
I would have liked to maybe see a second level with a different type of umbrella or more people to manage between. Understanding how much time I had before getting the scoreboard might be good, too; on that first run, I burnt everyone and then just waited for something, but I didn't know what.
Hey, nice game jam submission. And yeah, let's all use sunscreen.
Nice first submission with Godot! Fun little animation. I like the flipbook animation of the baby crying and giggling.
If anything, the feedback loop between what icons to push and when was a bit unclear. It was just a lot of guessing and going between the two, I guess until the diaper farted. That was good!
Nice submission, and good luck in the future.
The little platforms collapsing in on themselves made it difficult to jump and land on them. Some of the waiting between the jumps was a bit longer, at least for that first one. It would be nice to jump right into what the gameplay might be.
Regarding the limitations: game told me it would be WASD, but it was actually the arrow keys. yea... the instructions are a lie, but some games use both anyway. guess, it's a very literal interpretation of the limitation, so yeah, it's there.
But hey, nice submission. Good job. Fun, fun.
Real good, solid game loop here. Fun shrimp.
I didn't experience any motion blur, so that was good. I could definitely see myself playing again to try to get a bigger score. I was trying to find the limitation, but I didn't run into anything that felt weird or odd. Maybe I wasn't supposed to get the coins? I don't know, if we played more I guess I'd find out.
Nice submission, really polished. Good stuff.
Yeah, fun game! I really liked fixing the tablet; I thought that was a fun little minigame.
I'm unclear on what the limitation aspect was. I think it might be something to do with the recipes, but I followed them, and the customers sounded really happy, so it didn't seem like I missed something. If I was supposed to dive deeper into what they ordered, I couldn't find the association (which is something our own game struggled with).
Nice submission, fun to play!
Fun little cozy game with a touch of RPG elements. Maybe I should have spent more time looking for the real big fish that wasn't on the map, but I ended up in second place.
It was maybe a little confusing going between what was keyboard-driven and what was mouse-driven.
I'm unsure what bait choices did.
Yeah, it was fun. Love the transitions.
This is a fun little dungeon physics navigator. I definitely found the wall collision a little unforgiving.
I wasn't really sure what the limitation associated with it was, but it was still fun navigating that space and getting an understanding of what the physics drift and my acceleration would be.
I wish I could slow down more quickly with a back button or by using "down," rather than having to rotate around, especially since the rotation was some what slow.
nice submission!
Fun little game. Maybe it was the screen size, I don't know, but I found it hard to travel around and watch what I should fight with using the mouse. Once I had the companion bees in there to do auto-attacking, that made it a little bit easier and I could focus on one thing. It's real nice; it gave me throwbacks to being on a Game Boy or something. Fun.
I also really liked the flowers as ammunition pickups. It would be fun to maybe have different flowers for health as well.
I love another ice cream game! I like the three modes; that was fun diversity between the days or customers. I'm not sure I picked up on what the limitation association was within the game, but that's okay, it was still fun.
Congratulations on your first Godot game. Check out our ice cream truck game if you haven't!
I really like this. I agree with another comment that the "Look at Booklet" was a bit too discoverable, but otherwise it is a really fun gameplay flow. I found the kid-father relationship very entertaining.
I also really liked the use of the limitation. It wasn't that the game was broken; it was that the game was misleading about the true outcome.
By the way, Happy Father's Day to those who are!
Well, this one just hits a little too close to home, but it was fun. I'm not normally into seeing a bunch of numbers fly up the screen, but this parody got me hooked.
Nice work. Nice incorporation of the theme and a minimalist aesthetic delivery.
One note I think would be that sacrificing connections should give you a bigger boon depending on who you are sacrificing. Or maybe flip it: you get a bigger boon for sacrificing interns than you do the CEO, or something like that.
I also couldn't tell how that stat change was contributing. For example, I sacrificed the interns, but then I just saw my reaction count be lower, so it was actually better just to have the interns. There is probably a lot going on under the hood that I wasn't aware of as I smashed enter.
Nice job.
I love a good wooden train puzzle. This one was a little tricky, especially with the train going right away. At first, I thought I would have enough pieces to make the whole connection before the train started. There was a lot of clicking: letting the train go over a section, clicking on it, going back to its destination, and spawning it again.
It was fun, though. It would be great if you actually had to get the train to follow the path rather than just hitting the building at the end, and perhaps preventing tracks from being laid on top of each other. But those are minor things; it is a fun little puzzle game. Keep it up!
Overall, this was stellar. It took me a second to really understand the linking between the nodes, and then towards the end I saw that it was on the cards. It was probably a "play before read" type of thing.
The same applied to navigating with WASD and rotating with Q and E. Once I figured that out, it helped me see how the nodes connect.
I always enjoy a good tower defense, and I liked your progression of going from one path to two paths, two gates, and so on. Nicely done. Keep up the great work. Cheers!
Fun little game. Some of the levels were kinda hard, since I couldn't see all the switches on the screen at once. level threes timing was tough without pausing. I did find it hard to click the red dots precisely to switch; sometimes I wanted to switch by clicking the green one too.
If ya got time, try out our little train game too!
Very nice submission! I really liked the aesthetic you achieved and the connection to the theme (no pun intended). Between the ambient music and the subtle feel of setting down those domino tiles, it was almost therapeutic. It is something I haven't done for a long time, so it was very nicely executed on that idea.
I hadn't read your webpage beforehand, so I was just starting to realize that these were different tones. I thought to myself, "Maybe I could make my own melody," and then I actually was able to, which was cool. To see that that was your intention to begin with was awesome.
If anything, I would have loved to be able to quickly choose which dominoes to use with a hotkey, just to speed up the process of making a melody—or an attempted melody, seeing as I'm not a musically inclined person.
Great idea and a nice submission.
Overall, this is a fun little game. I thought it was a creative way of using the theme —not only literally connecting the calls, but connecting the meta-wishes of each of the callers.
There was a lot going on, and it was hard to keep track of everyone's story between all the calls. I felt like I needed a notepad, but things happened so quickly I wouldn't have been able to write it down. I almost felt like I needed some sort of deduction notepad off to the side so I could keep track of little things.
Another plus would be having multiple calls. I guess, on the one hand, I'm saying there was a lot to remember and hold on to, while also saying, "give me another connector," so I can do more at once. Take that, however you will!
Overall, it's a really fun game. I liked playing through it. Keep it up!
Oh - and great fun writing!
Note - the audio was really, really low on my computer - I had to bump everything up to 100 and was still a bit hard to hear. fyi
Overall, very cute, fun little game! I really enjoyed it.
I thought that the progression was nice, going from limited obstacles and learning mechanics to more things to dodge around. When the moving blocks were introduced, that was awesome, especially when I found out that they could sever my line. It makes it such a puzzle game, not just a navigation game, and I really enjoyed that.
I would have liked to see some of the block puzzles when we got to the splitting section. That way, I would not only have to manage dodging a block on my current line, but also think about the previous line as well. Obviously, that is a much harder puzzle and maybe not as feasible with the limited time of the jam, but that is where my mind was.
In regards to the splitting, I thought it was a really cool progression. As I mentioned, it would be nice to have the moving blocks there, but I also think it would be interesting if:
1. Both lines used the same line resource (assuming that was the resource in the upper left). That way, you have to plan out your route so you don't run out.
2. You couldn't cross your own line. It becomes a puzzle of, "All right, I'm going to split my line, but I can't cut off access when I'm going to the first point."
Just some little ideas. I really like the game—nice submission and keep up the work!
This is a fun idea. It makes me think of Dispatch and how you could, just by being the operator, weave stories between the callers and receivers. You wouldn't want to eavesdrop too much, but just enough to help the next caller or repeat callers.
Then there could be a timer involved. For example, if a person really wants to talk to someone who is already on the phone, how do you interrupt them? I can see the game getting pretty deep. That's awesome! One thing to note is that the placement of the binder was a little bit hard. It's hard for me to tell or just read the text from that distance.
As well as the symbols in general: they're distinct from each other, but maybe it's how they're being displayed in the world or something, but they're not super legible.
Keep up the work. I look forward to seeing if we go further with it.
Wow, that right there is a good arcade game. It took me a second to grasp the controls that I needed to fully rope them in, but once I did, I was like, "Aha, okay, cool, I can do this."
Sometimes it was hard to re-catch my tail. Maybe that's because I was making too big of a circle and it was a risk-adverse move, but yeah, it was nicely executed. The theme and sound were blended really nicely with the aesthetic.
Nice job
Wow, that right there is a good arcade game. It took me a second to grasp the controls that I needed to fully rope them in, but once I did, I was like, "Aha, okay, cool, I can do this."
Sometimes it was hard to re-catch my tail. Maybe that's because I was making too big of a circle and it was a risk-adverse move, but yeah, it was nicely executed. The theme and sound were blended really nicely with the aesthetic.
Nice job
Nice job!
Controls are nice and responsive. It's the kind of arcade game that I could just jump right into (and one that would take all my coins). I think there could be some ramping up to the difficulty. I found it pretty hard to get through that first level until I learned the controls. Maybe the first one could be easy, the second one a little bit harder, and the third one really hard. I'd love to see some way to ramp up the player: get me hooked first, and then challenge me.
I liked how fast the game reloaded so I could just keep trying and trying. However, the platform kept moving up and down, so sometimes I would have to wait longer than at other times for it to be in the sweet spot. Yet my fuel was decreasing immediately, even though I hadn't taken off. Perhaps there could be some sort of balance where the fuel doesn't start decreasing until you actually start moving. That way, if the platform isn't in the right place on reload, the player has an opportunity to time it.
Great work. Awesome to see another game jam first timer.
Overall, cool game concept. I like the induction and needing to blindly work my way through.
I like the art a lot. I think it sets a nice tone and thematically is really pleasant. However, because it's so text-heavy, I find it hard to read and focus. I'd also say I had to rely heavily on the submission page for instructions and guidance on what to do next. It could be that with the UI all right there at the beginning, you had to piece that together on top of piecing together what the game was going to be. My first suggestion would be having a middle ground of flavor text art and legible reading text. -- The content was amazing and painted a beautiful picture.
The second would be pacing the player in difficulty, like start by deducting two or three stones and then working your way up to four, five, and six. That way, the player is gradually introduced to the concept as they work their way into the bigger, more lavish battles your world alludes to, which is really cool. And finally, I would like to know what I enhanced the swords for in the battle report, rather than having to go to my completed order to find the name (which might have been a legibility issue) and then going back and forth. I get that's part of the deduction, but there was a barrier there that was harder for me to overcome.
But all that said, I really enjoyed playing it. Great first game jam submission, and yeah, keep it up.
Great job on your first game submission! It was good fun. Overall, I like the direction of the game and where it's headed.
Unfortunately, with the size of the map, I wasn't able to kill enemies frequently enough to see the connection binding mechanic that you talked about on your page. I also wasn't able to figure out how to get a heavy attack, which, it sounds like, some people really enjoyed. On your submission page, it might be helpful to suggest switching to full screen (It's the only way I can get the camera to work properly), and maybe you could post the control schematics.
Ideally, I think it would be awesome if this tutorial aspect of what the goal was and what happened was in the actual game, maybe before you hit start. But these are minor little things.
Great first submission!

