Thanks for the feedback obsidian, coming from when I played your game it's good to get that opinion, and it's good in context of your abilities. We're definitely taking all this feedback on board for our next jam. Cheers mate
LazyBones
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Big praise coming from you, ColtonTytus and I enjoyed your game. I programmed the chest minigame and I wasn't sure how it was going to land so I'm glad you enjoyed it! Also programmed the bombs and throwing
We've been talking amongst ourselves and we do really wish we had communicated some of our systems better to players. An obvious one is about the smell/gas, but also prompts and general introduction.
thanks mgaudi, I programmed the throwing system and I agree it is a bit awkward, I just couldn't get the vector math right for aiming. I think if we had more time I would have added a bit of aim assist, or perhaps made the bombs mines that are placed below you, and given the player a slashing attack or other basic attack
I think its a cool concept, and I like how youre trying to guess which ingredients are going to go into the dishes.
What made the game very hard is that there is no reminder of what you're holding. I think I would have liked it if the items in your pantry were the actual images of food, but then the Servers vaguely describe what you need.
Its the combination of vague on top of vague on top of vague that gets hard.
Cool art though! And I love the humor in it! I did not survive long, definitely a 0 star chef here
Very cool idea!
I liked how seamless popping into the cabinets was, and also I had a great laugh to myself when I realized that buttons on the wall were changing the volume! No UI indeed!
My only complaint, and I feel this holds the game back, is that the minigames on the cabinets do not feel tight. They feel quite sluggish, which is not something I would associate with an arcade game. Other than that, very cool!
Dude the restart animation made me howl with laughter. Really cool idea!
I wish that the pickups always gave ammo to inventory so even on pickup you had to load it manually
I also quit around the time you get turny bullets as I found that mechanic very hard to use.
Still, awesome idea! It makes me want to make an FPS where you can shoot yourself in the head lol
Played all 4 levels!
1. I thought you should have gone without music and had an ambience, it would have fit your atmosphere a lot more!
1.5 I really liked your geiger counter noise but I wish it played when enemies were getting near, at a larger radius than the normal enemy sound. Would have really built some ambiance.
2. I liked the art!
3. I had a very cool moment where The enemy showed itself, looked like it tried to attack and then I parried! It was cool, and then I realized that isnt how theyre coded. I think it would have been much better to have the enemy reveal itself, throw a bolt, then you parry it, then it dies! It seems a shame that you made such a cool looking enemy and it almost never gets seen.
As it currently is, I just speed ran the levels and spammed right click. There was a lot of potential here!
4. Level 3 end didnt hook up to level 4, I had to go into level select and select level 4
5. I liked your NPC dialog. Very cool! Stealing that Idea on a future jam. Press E, int for dialogue goes up, show next message.
6. Next time grab some font off dafont rather than impact, you could have had some neat pixelly font that really fit the game!
Well I downloaded and ran your project file, the visuals look cool!
I couldn't see any .GD files, did you write any scripts?
If not, I recommend starting with a small area and working on your player movement, so there's at least something to do in your submission
Next time, I recommend separating your tutorial and main area into different scenes, and then getting to the end of the tutorial will trigger "Change_scene_to_file" to load your main level!
Great start!
NOTE:
The key counter up the top left of the game does not work. It will always display a 0
To get a key, you must interact with a pile of rubbish 10 times and you will hear a chime sound. Once you get four keys/chime sounds, the main door will open and you will be able to escape.
The bar up the top of the screen is the humans wakefulness gauge, once that is full the human will come out and chase you. The bar automatically decreases.
NOTE:
The key counter up the top left of the game does not work. It will always display a 0
To get a key, you must interact with a pile of rubbish 10 times and you will hear a chime sound. Once you get four keys/chime sounds, the main door will open and you will be able to escape.
The bar up the top of the screen is the humans wakefulness gauge, once that is full the human will come out and chase you. The bar automatically decreases.
thanks for playing our game! Initially we concepted the cat as being a secret agent and you would instead hack into the humans laptops, but settled for rattling through trash.
What's not explained about the game (our fault) is that the top bar is how awake the Human is, if it fills they chase you around. In general it's supposed to be 10 interactions with the trash to get a key, but the key counter is also broken. If I could do over it would be one interaction, the trash disappears, you get a key and the human is immediately chasing you.
Thank you so much for playing our game though. It's rough but we are very proud of it.
Thanks Kat, we had practically 4 artists and 2 developers so we were able to put in a lot of art and it's a major pride point.
Unfortunately the key generation is a major pain point. We used raycasts for the detection of interacting with the trash so it's really iffy if you actually interact with the trash. If I could do it again we would have put in a detection radius.
Additionally, our script for showing how many keys were recieved broke last minute and we ran out of time to fix it. After recieving 4 keys (4 bling sounds) the door to leave opens automatically and a door open sound plays. If only we had a bit more time :'(
I wish we had more time for this game, there was so much more we wanted to ad. We wanted to give the NPC more thorough search functions, we wanted to provide a more in depth treasure hunt for the player, and we wanted to give the player the ability to hide behind objects like the plant, the table etc. Two dozen sounds were recorded that couldnt be used because we ran out of time. Several sprites were ready to go but didnt make it. Game jams are hard.