Oh, and I spent like 30 minutes to get the best time in your game… Too much table for my smotach!! XDD
Korgen
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Oh, thank you very much for your words, hehe. In my case, the first hours, before starting to code, I think a LOT about the game, and I write down in paper all I will need to use (music, sounds, sprites, texts, level desing, main mechanics…). For me, this saves me a lot of time when starting to code… I’m awful at drawing, so in this case the Marauder’s Map was my main inspiration, hehehe.
The game itself only has 1 animated sprite and 7 static sprites (including bars and icons), and then words or verses as sprites… It´s indeed simplier than it looks.
Well, the “R” button for me was necessary to end the game, but because there´s so little time to go fast to the next “help point”… After the gamejam maybe you can polish some points, like:
- Give more impulse when pushing up your friend.
- Give more time to go to the next point before the pause ends.
But, again, the idea is awesome as a puzzle game with difficult progression. The level design explores new ways to use the pause and no-gravity effects…
In my case I finished my game saturday afternoon. I had to simplify and synthesize my initial ideas a lot; at first, the game was more deep in mechanics and with 4-5 levels. I ran out of time on third level, and I have only set up a couple of sound effects from my planned list. The idea of “creativity pause” (where someone stops for seeing things clearly and then be creative) and the draw-and-write-on-paper visuals combined well. And the inspiration of Marauder’s Map, obviously. I made some mistakes in my english texts (ups). No time to check it…
I spent a lot of time setting up the Itch.io game page since it doesn’t count towards the time limit, hehe.
Oh, I want to see your project. I liked a lot the idea of your last game!!
Yeah cool! My best score, 331 points. In my opinion, it´s incredible how with a minor polishing, the game is a lot better. The only thing now for me is that the head is a little too big for the screen. Try with maybe 25% smaller. Now the minigame is challenging, and it´s well balanced between time and recharge… Great work!! ^^
Um, nice premise and concept, very fun prototype. Need more polishing. It´s a pity not having sounds or music (10 minutes more), a warning or a score system, and the movement is maybe too fast for me. Althought this, the game feels with a lot of potential and humor, hehe… Also fits perfectly to the theme. Great work!!
Indeed you can code more than a little bit ;). I didn´t find any bug and ate my table at least half a dozen of times hahaha. Jams can be taken seriously, as a joke or as a challenge to yourself (or maybe a mixture of all). But you made a playable and addictive minigame, so… Well done.
It´s a good game because I wanted to reduce the time. My first attempt (without choking) was 2:15 (XDD).
97 points is my best score… The game has the feel of an arcade old retrogame, with sounds and graphics that are really cool. But here the mechanics are not well implemented. It´s more a matter of having good luck more than having skills, habilites or a strategy, and also having a variate order queue and having luck with generation and appareance order of the ingredients. Finally, the right and left food mats are too near to the order space or the recycle space (It has its good side and its bad side XD).
With some changes in that points, the game would improve much more ^^.
Oh man, I´m not sure how to comment this game hehehe. This is a little bit crazy!
Ok, the audio part of this game is spectacular, awesome and very “electric” XDDD. The graphics are interesting, a little bit simple.
But the gameplay and mechanics… It occours the same to other games in this Jam. It´s too easy (al least it gets more and more difficult every minute) and it gets boring after a while. The ratio of “pizza-bullets” is very high, so you can spam space and going up to down to feed the boys, and there are no other mechanics to enhance the game (timer, lifes, score…).
I love the humoristic part of the game, it´s cool. And again, the effort in the audio part is fantastic.
Maybe it is a “bug” (hehe), but I made 509 points, and the Queen loves it ^^.
The score system is strange. In one game, I didn´t put nothing in the first plate and I get 14 points, but in other game I get 0 points after placing (wrongly) some of the ingredients.
Despite this, the game is really really fantastic. I love the idea, the endings (2 discovered until now), the music… Great job!
This game is cool,but the mechanics are not well balanced, so the game gets boring after a while, because it’s extremely easy.
Some possibilities could be to gain less time with each correct guess, or to lose seconds if the desired food ends up falling, progressively increasing the speed of the fall and the speed changing the food…
Oh, I wish you’d added the animation of closing your mouth when eating a food, hehe. :P
Well, I love Cthulhu, and the idea of using it for a game jam is fantastic, hehe. The game itself has potential (changes in the speed of the game and the music, the theme fits well, etc.), but it lacks the addictive mechanics (timer, number of failures until the wrath of the Cosmic God… something like that).
I like a lot the sounds and the general idea and presentation, but the game gets boring after a while, because if the sequence is too difficult, you can simply ignore it, and the game can last for a looong time.
For me, it would have been better to add a timer (“eat as much shrimps as you can in xx seconds”) or add a “shrimp-waste-meter” (hehe), so if you let waste too much shrimps, you loose one life. With one of this mechanics (or both), the game (personal opinion) would have been more addictive.
My best time is 1:48. This game is interesting, simple but addictive, I like it, is “wood” hehe. Well done!
You need to control your hunger and try some different approaches and strategies hehe. Not too fast, not too slow. The warning signal is the key.
Congrats for your first game and gamejam. It´s fun and addictive ^^
Thanks for the feedback and for your words!! Indeed, the game has a curious short story… :P
Yep, the “movement” is intentional. It represents the fractured mind of the protagonist and its cravings. It´s very difficult to control the hunger when appears (too easy to get high, takes a lot to calm down), so the protagonist (and the player) needs to really put all the efforts to control the mind not going too slow or too quick. But maybe I should adjust better the parameters after the jam, hehe.