While making the art for the game rain world was actually one of my inspirations so I'm glad I managed to get the right vibe.
PeterCl
Creator of
Recent community posts
yeah, I originally was using a box collider but what happened was it was really easy to accidentally clip the edges of cogs but with the capsule collider a lot of the jumps were much easier. If I had more time I would have made the capsule detect spikes and cogs but give the player a box collider to collide with only the ground to avoid the player slipping off.
The game is really fun and is quite unique. I don't want to sound too negative because the gameplay is really fun but some feedback I would give is that hitboxes were far too large on the enemies you place down when I had a good run and the dungeon is filled to the brim with traps and enemies this meant I couldn't move because the hit boxes were too large. The game does look good but I didn't like the combination of the pixel art and the hand drawn art style. I am assuming this is because you used 3rd party assets which is completely fine, just wished the style was consistent.
The large variety of items means that there are many different builds you could go for which is good and it is interesting the idea that the longer you spend trying to collect equipment the harder the boss is (kind of like risk of rain 2). some problems were that the collisions felt a but inconsistent and sometimes I would pass through a platform.
this is really impressive for a completely new dev making a game in less than 2 days. Some advice i would give is to try and start smaller, if the engine your using allows for 2D games then start by making a bunch of really simple arcade games to first learn new skills and then you can attempt a larger scale project (3D). Another tip is that the game has a lot of great atmosphere however this could be elevated to the next level with some ambient sound such as wind blowing and floor bords creaking and some footstep audio (sound design is key). And my final bit of advice is always put a tutorial because I didn't know what I was doing until I quit out and read the description. But still great work for a beginner.
Game looks good, it reminds me a lot of the old flash game era with its hand drawn art style. one thing i wish was that there was more of a reason to try and give the customer the best possible meal. One thing that I did like was the fact the different customer types had different food preferences which meant there was more strategy to the ingredient gathering phase.
Considering its you first game and your solo this is a great start. One bit of advice though is that it is difficult to tell when the player gets hit so adding some sound FX and maybe particles when the play takes damage would improve the game feel a lot. also the note that appears when you try to quit while playing in browser is funny.
Cool game, It reminds me a lot of superhot with its story and simple art style and red, white and black color scheme. the idea that the movement controls are toggleable is unique. My only critique is that the voice repeating every time you die gets a bit annoying after a while and some sound FX would have been nice.
The game looks really good, and the sound track is great, this combined with a cool idea has great potential. The only thing I found was annoying is that the movement isn't normalized (moving diagonally is faster) and felt a little slippery, this made an otherwise extremely polished game feel a little awkward to play. But other than that its very impressive for a 1 week game jam game made by 1 person.


