That was very fun! The audio of anticipation if I guessed right was absolutely great, and cinematic play with text - top notch. Try to iron bugs more before releasing though
Lexior
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Very glitchy, although very cosy and cute. My third profile havent appeared, and on the second date I got softlocked into picking only 3 ingredients so I handed the cowboy a freaking pile of dogsh*t, but otherwise fun! I'd add an option to skip dialogues as well, as replaying this game is a bit tedious, great writing however!
Repetetive 5second loop of the music made me quit the game. The sandwich moves painfully slow, however I love how jollyful it bounces and the sound it makes hahah. Presentation is IMMACULATE, holy bologne. The itch page is beautiful as well. Just too bad the pacing's off, not sure if the game has any gameplay variety as well. Progressing the game through levels and additional ingredients adding complexity would be a nice touch.
My PC fans were STORMING but with low framerate we got there. I got kinda softlocked though? After makinng enough points, it just automatically quit me out of the order terminal and Im not sure when I am supposed to go next, I was mashing and clicking everything everywhere. Great vibes though, you freaking brought back my experience from working in a foodchain (legit same experience).
Managed to beat on hard, though must admit that controls are somewhat confusing as slices are hit&miss when it comes to registering, especially when you try cutting triangle by traingle and not straight lines from one pizza edge to another. The music is boring repetitive, however the art direction and sound effects guided me a lot as a player to know if Im doing good or bad. Great UI as well, I'd change the font to something more readable next time though, at least in this resolution. Great job!
I mean, you gotta miss some to hit some. What I wanted to say is I'd play the hell out of this game if its system would fight the player rather than the other way around. And expanding by slicing the space as you say seems cool, as long as the core gameplay would be expanded as well. Personally, I think the flow of the charging would become way too easy if it stays the way it is. Experiment and share what you'll come up with!
This is an embodiment of a decent gamejam game. Charming, easy to play, satisfying. But there is more to improve gameplay-wise. For one, I cant unlock all the recipes since some are of greater value than others, and I qualify for at least 4 different ones after a run. Would be great to get paid for each, or at least choose one we want to unlock. Also, the weapon balance is on its head. The tenderizer is the weakest weapon and is the most expensive, while tenderizer costs only 50 but with skilled aiming it is the most powerful. Pizza cutter is in a good spot. The visuals though... man, I wish everyone made games this nice to look at, max aura in the presentation.
I spent way too much time trying to get from one charging station to another, and honestly im kinda sad about it, because the atmosphere and visuals are so great there! The tetris-esque charging mechanic is genius! However once I managed to grab the keycard I was disappointed that it's all there is to this game. Maybe there was more to explore, but the system of traversing is so punishing that I haven't even bothered to try more. Making battery drain 0.5 per square rather than a whopping 1 would be indeed a nice QoL change. Not sure I get enough of the food theme in there, though smoothie's minigame is nice, beautiful touch you've animated it as well.
You need 2 POP cards to resolve and pop a single baloon. You start with 5 of them in deck. The key of using Peeks to Peek a Pop card and hold it through turns until you flip a POP card, then you flip the Peeked one. This is the way to win this version (or at least one of 2 main ways, my friend found another trick).
Also from the Controls paragraph: "Once you pass a turn, you discard any flipped, unresolved cards and gain 1 Urge for each card discarded that way (this urge gain can also result in cash loss)."
The rules are comprehensive, however Peeks are too few (cuz I had to scrap the upgrade system due to lack of time) as you say. The point of this game is to go partially blind. After the jam I'll refine it with an in-game tutorial, card library and a proper roguelike game cycle, along with simple deck addons and removals. I'd be glad if you let me know about the game by then. Thank you so much for cheking the game out!
You sir have created an incredible amount of playable time in this game, which is an ACTUAL SIMULATOR, which could be with more work very well released commercially on Steam in my opinion. This and BoomCorp are this year's breakout stars, and honestly it's a shame you are not competing for the top spot head-to-head, but hey that's the reality of simulator games - they're niche af. Well done! (POLSKA GUROM)
I gasped when I've seen the premise of the game. Just kinda wish that in such a timeframe it had more playable content as well as better designed platforming mechanics. However the Sentry swapping between a whole party of bots is not only satisfying to use, but also beating the existing level makes your brain think in sometimes unconventional ways.
Intentional. You start the game with 5 Peeks (You have the counter on the right side of the UI) and if you run out of them you cannot Peek anymore. There are actually cards which give you extra Peeks, but I had to scrap them, along with more encounters and upgrades, because I ran out of time (I could only spare 6 out of 10 days of the jam, because of work). Thank you for kind words, this theme really made me push my skills!
However I think I could grant 10 Peeks instead of 5 then when I scrapped the upgrades. That's an overlook on my part, sorry about that! Nevertheless, the game's still beatable fortunately. I managed to win it within 5 runs with 4 dollars still in my pocket. Aggree the game should notify about the lack of Peeks, besides an emptied bar tho, will do that after the jam (along with an improved, longer version with ugprades!)







Brings back flash games nostalgia! Be mindful of the revert button transparency in this level it covers the whole starting tube, I wasn't sure where Im starting.