Thanks for playing!
njacke
Creator of
Recent community posts
Nice little game, had fun playing for a few rounds. The delayed explosion (collider) radius from bomb was a bit annoying but I got used to it. Maybe bomb in general feels a bit OP as you can get in a situation (edge of the screen) where you can't escape its blast radius or run past it. Cute selection of art and audio. Good job with the submission!
Player controller feelt a bit weird to me; think it could help to separate aim and movement completely and not move relatively to the direction that you are facing since game has a more top-down feel to it. Shooting effect with physics impact on enemies and power ups are very satisfying. Also might have encountered a minor bug: it gets super hard after restart; I'm not sure if state of enemy waves is reset because it was back to normal once I refreshed my browser and started a new game. Gratz on the submission!
Beautiful aesthetics, soundtrack and lore. Only played in browser so obviously had a bit of hard time with the tooltips but that's on me for not downloading. I also had some minor bug when entering some of the areas (sprite flipping both ways) while some were entered immediately. Was a bit hard for me as I ran out of resources a few times but other than that it's a really complete and well rounded experience.
Nice take on the genre. Funny theme in combination with colorful and ridiculous aesthetics. Adding some visuals to the tutorial pages could help with clarity but I got the hang of it pretty quickly. Another suggestion would be to keep your dude marked when having camera on follow as it can get pretty messy at the start.
Not sure if it's explained properly/obvious from gameplay but hot dog only needs to contain one of the 2 ingredients they like to make them go away. Main reason for using ingredient CDs was that you could fire another hot dog combo when waiting on cooldown from previous ingredients. Which in turn was suppose to add some more decision making as in which ingredients do i put on CD based on enemies that are coming.
E.g. 2 businessman are coming; i only use one of the ingredients they like so I can fire another hotdog with the other ingredient they like right after. Or 1 lawyer and 1 critic are coming. Lawyer is closer but I need to save one ingredient that is critic's weakness when firing at the lawyer. This is a decision that would not happen if you wouldn't have ingredient cooldown as you could just pick whatever for the other 2 ingredients as long as the 3rd one was a weakness for that enemy.
Would obviously have to try it out in practice to see if it makes a difference to just have cooldown on fire for more clarity and making the decision to fire the hot dog feel more impactful while keeping same level of engagement.
Thanks for the suggestion and thanks for playing until the end!
Yeah I agree the cheat sheet was really hard to implement with little UI space. Think a step by step tutorial would help a lot or maybe even attaching icons to actual characters. Or like you said using more representative icons. Thinking was same color scheme would be enough to makle the connection but doesn't seem like it based on comments from most people. Thanks for playing!