Haha, thanks for checking it out!
One Flow Man
Creator of
Recent community posts
Thanks for playing! I tried to make the cooking part a bit less micromanagement than a standard cooking sim, since you have to deal with the enemies, and together it would just be too much There is a point though where the enemies become a bit overwhelming, and I think if I were to polish the gameplay loop a bit further, I'd probably add some sort of turrets or traps to help balance that out. My personal goal for now is to not spend more than 3 months on a game (my last game took 2.5 years x_x) and this is where I landed in the time frame, so I decided to just call it done for now. May come back to it at some point if there's a demand, but for now it's onto the next project!
Thank you for the amazing asset. Just released a project using it: https://oneflowman.itch.io/chalupacabras
If I make any money I'll send you a cut <3
https://oneflowman.itch.io/chalupacabras
Chalupacabras is a mashup of cooking sim, horror, and wave survival genres. Assemble tacos to order, defend your patrons from Chupacabras, use your earnings to buy new guns, ammo, armor and decoy goats. Put bodies on the trompo to offer special luxury meats to your customers.
I'd wanted to take my first foray in the horror genre with PSX aesthetics, I'd really only made 2D games up until now. I got a bit more creative than I had intended haha, and the project evolved a bit beyond just straight horror. I was browsing free PSX assets and the this Taco stand scene really spoke to me. I've taken many trips to Mexico since I was a child, and taco stand outside an OXXO on the corner just gave me a lot of nostalgia, and I feel like a lot of PSX-styled games evoke nostalgia as well and everything just sort of came together. I also started rewatching the X-Files mid-project so that influence bled into the game as well haha. Anyways...



I was one strike away from beating the boss T_T. It was a neat concept. It would be cool though if you could hover over the items you get to see how they changed your score, or show some pop ups of the changes when you pick them up or something. I was a bit confused at first about what was happening with the items until I started paying attention to my stats before opening each chest.
This was a really neat idea. I really liked the strategic aspect of deciding which spells to use at what times and having to conserve mana. The not getting caught part was good flavor, but even without that, the spells just added a bit of a deductive reasoning aspect to the card game that was a lot of fun! It reminded me of how when playing MTG you need to hold cards back and try to predict your opponents moves so you can make sure your play is optimal for the turn. I think evolving that concept could make for a really fun and unique card type game!
The weight mechanic and all felt really good, and game really hit the theme nicely. I just feel like the cat is a little too cheap lol. Sometimes hits me several times before I can even move lol, gimme some invincibility frames! Also maybe need to be able to hide in a hole to de-aggro him because he hunts you till your dead once he sees you haha. Art and everything else also great.
I sent both owners to their doom, but couldn't get rid of the pesky food schedule >:( The cutscenes made me laugh - really cute implementation of risky behavior to earn the biscuits! Wish I could finish the game - not sure if it was a skill issue or something buggy in the browser version. Fun little puzzle game! :)
- Moth
edit: oop! I went back to show my partner as much of the game as I had unlocked because I thought it was so cute, and I was able to clean the board and get the biscuits this time :)
I really liked the gameplay except for the spiders being able to shoot. Since you can't dodge or cancel out the projectiles in any way, you are basically guaranteed to get hit if a spider is on screen. Even near the surface, sometimes like 5 spiders would just show up at once, and they can basically guaranteed kill you because you can't do anything once the projectiles are fired. I think it would make more sense for them to just run at you and you have to shoot them before they collide with you. Projectiles could work too, but either needs to be a way to mitigate them, or just better balance in the early stages, as they feel like a later game level challenge. Either way I had fun, great job for a weeks work!
Loved your game! Visuals and music were A+++. I'm no good at platformers and this was particularly difficult, but the lack of menus or lives and the insta-restart made it impossible to stop playing, haha. The controls always felt really responsive and I enjoyed the music a lot :) Had a great time playing!
- Moth
edit: oh! and in the future, you should see what other key art/cover art you can come up with. your game is really charming, and I only found it by seeing you comment on someone else's - and you deserve more plays! c:
Congrats on your first jam! I do see what you were going for here and the concept of taking more difficult trade routes for bigger pay outs is an exciting risk/reward mechanic. If you did put more time into it, I think creating a more difficult/skill based means for moving your character would add a lot to the fun/difficulty/excitement of it.
This was fun, I liked the delayed risk mechanics of some of the cards, for example not knowing if playing 3 cards next turn is going to really help or hurt you lol. Artwork was all cohesive and visual feedback was good. Was a little confused about how to see what the card effects were at first, but once I figured out I needed to click the card to make it stay up for inspection, it became a fun experience.
Really impressive game! Bookmarking so I can return to play after I continue reviewing :) The visuals and card art are so great - I can tell you guys had fun creating them. (Snakake's eyes make me laugh every time) I'm excited to unlock more rares and get further up the skill tree - but I'm not looking forward to scamming people D:
- Moth





