Honestly, seeing the state of your game on the Saturday has inspired me to spend more time on mechanics rather than art. You managed to create something pretty engaging by just rolling dice! I spent a bit too much time on our game's art and atmosphere, and in the end didn't make a very captivating experience :)
SeanSunny
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This is my favourite comment of all time...
We actually did have a version of the game where the player would juggle multiple ovens while maintaining temperature and cookie readiness in each, giving points for more "perfect" cookies...but after a lot of playtesting, could not figure out how to make it fun. We were definitely missing something obvious though, but we settled on a crash game in the end! Thanks so much for your feedback, and for giving the game a try!
The first game that I've seen with so much biscuit variety (and even beverage variety!) Did you make me dip a chocolate biscuit in orange juice at one point though =D?
I like the artwork a lot, and I appreciate the cosy game vibes. I wasn't too sure about the timer though, and what I was racing towards - it would be nice if the only risk element is how soggy you're willing for your biscuit to get before it breaks, but maximising crumb rewards.
Great game, well done.
Thanks for the feedback! Yes we definitely could have done more with the risk reward aspect and balancing the numbers to make it more engaging for the player. We did think about adding in the concept of chocolate chips to boost score as well! Time unfortunately did get the better of us and we decided to settle on a straight gambling mechanic haha.
I kept exploding and wasn't really sure how not to explode lol. I've seen suggestions below about letting the player be able to discover which biscuits are bombs through some kind of memorisation or deduction - if this is multiplayer then it could be fun to move a bomb to another position to mess with opponents who didn't notice.
Cool game and interesting take on the theme though.
To be honest I wasn't good enough at your game to get to the later levels =D. I got stuck for an embarrassing amount of time on the symmetrical level with 6 biscuits and 4 dogs and had to give up eventually. So I didn't hate the dogs that much just yet, but for the actual "chasing" part, the music works very well!
Very interesting take on the theme, and I really liked the artwork and isometric environment. I liked that you need to sacrifice more of your health to reveal more of the environment, but I often felt unsure of whether or not there was more map to load in because of how long you had to hold down the "glow" button for. Maybe a subtle outline of the extent of the map that the player can always see would be helpful, and then holding the glow button just adds in more and more detail.
I also think the flying creatures could do something a bit different, or be taken away entirely, since they create the same tension for holding down the glow button for too long - maybe the health should just always deplete a lot faster as the map is revealed more.
Really cool mechanic, and very appealing game. Well done!
This game kept me playing for a while! The ship felt smooth to control and I liked that my hull was extremely fragile - I wish there was a "don't touch the ground" mode. I liked the black holes and the complexity they could add to the risk of collecting a cookie, and I would've liked to use them more to my advantage to slingshot me where I needed to be, but I couldn't see the ship behind the spiral effect and was never sure how close I was to the actual "black hole" part that killed me.
The game felt polished and it was a really nice take on the theme, well done! I also liked the background shader, it adds a lot to the environment.
This is a really nicely polished arcade game - I liked the explosion effects and sounds a lot, it made the gameplay feel pretty smooth.
I wasn't entirely sure where the risk aspect was in this game, until I read the "How does the game fit the theme" section above. I didn't really get the sense that I "near missed" a projectile - but maybe a slight slow-mo effect or visual indicator would be beneficial so that players aim to keep chaining those near misses.
Well done on this project , first Pico 8 game I've seen!
This game was infuriating, well done. I liked the bounciness of the cat and how it caused tension everytime it landed on a platform.
Just a tiny visual suggestion but it would have felt/looked really satisfying each time if the grappling hook launched out faster with the iconic waviness and then sudden tightening as it hits a surface.
Nice and simple game that goes well with the theme!
I liked the artwork and atmosphere of the levels a lot! You did a really great job there.
I had a weird bug where I died from an explosion, and then in my new game my character sprite was just permanently red (assuming from when it takes damage).
To be honest I wasn't entirely sure about what the risk aspect was, but overall cool game, well done!
This game feels really complete and polished for such a short time, that's quite impressive! Also a very creative take on the theme.
It didn't feel as risky as I would have liked when throwing ingredients around, but it did feel risky when walking past the beehive in the tutorial and potentially losing the biscuit I spent so long preparing, so maybe more varied risk elements might be beneficial, and more valuable ingredients are in the "riskier" parts of the map. This way the player gets to decide how to chase their score, biscuit volume or more valuable biscuits.
Throwing rocks at butterflies for butter was way too much fun :). Very cool game, well done!
I like this take on the theme a lot. It would have been really neat if the risk of losing a body part was emphasised by losing what that part allowed you to do (if you shoot your own leg you couldn't jump or need to crawl, shoot your head and your vision is impaired etc..).
I did also find the collision and physics a bit clunky against walls and enemies. But overall a pretty fun game, well done!
Cool game - I enjoyed the tree jump scare a lot lol.
It would have felt a lot more powerful if I had to put Risk on straight after exiting that cave, and immediately be faced with more enemies than I could previously handle, but obliterate them with the new strength that Risk grants me.
Well done on the overall game, and for the enemy variety that you managed to include.
This was a pretty fun game. Really simple mechanics and choices but kept me wanting to keep trying for infinite cookies (I couldn't get there though).
Games of chance like this are quite hard to get right with only a few days of balancing, and I feel like there could be a lot more tweaking of the upgrade cost scaling, number of allowed re-rolls, chance of getting a bad upgrade and also giving the player more options each round so that they're in more control of their risk management. This would make each roll feel more exciting and the player feel really good about their choice.
But again, what you've made in a few days is a really great game and take on the theme. Well done!
You're amazing man, thanks so much for responding to my question! Yeh definitely as complicated (probably even more) as I thought haha, but this is more than enough for me to start tinkering with it on my side. You've also introduced me to some neat things in the Geometry2D class, thank you so much for the help!
I really liked this concept - we did a similar Boomerang mechanic in our game for the game jam! I wanted to know how you managed to create the ink area when the Pen intersects itself - we created a similar effect by creating a polygon2D and then checking the area, but how did you create the ink shader over this polygon2D? I've realised this is far more complex than I thought it would be :)
This got me absorbed for a while, it brought me back to FL studio days! It would be nice to be able to select a tile and then paint it where you need it instead of clicking and dragging. It would also be cool if there were consequences to getting the beat wrong, adding some gotchas, limiting the amount of times you get to hear the beat you have to match etc.
Cool game, nice job!
I've seen quite a few games where you control the character with looping instructions, but this was the first one where the environment was controllable - that was really neat! Simple concept that can make for such cool puzzles, I thought this was a great game.
My framerate dropped to a crawl whenever the robot collided with a box.
Mirroring a lot of other comments, the art in this is amazing, I like the texture used for the environment which nicely fills in the blank spaces. The wheel adds a nice dynamic and I like that the first spin gives you more control over what you need for that round.
It would be cool if you eventually get powerups that permanently upgrade your wheel spin (make it slower, spin twice, critical damage if you get two/three/four of the same type consecutively etc).
Really fun experience, nice job.
A turn based game was a nice change of pace, thanks for the breather! Music and sound were really good and the attacks felt nice and satisfying. I was a bit confused about how some enemy health was 100 and took 1 hit but others were 84 and took more than 2 hits, unless that was part of the "rule breaking" that I didn't read properly.
Fun game!
Thank you so much for playing and for your feedback! We are very excited to clean this up post jam. I think we initially wanted players to "feel" when the right time was to recall the boomerang, but we now realise that was a bad call - we'll definitely be zooming the camera out so you can always see the trajectory, thanks for the suggestion :)
Thank you so much for playing! And I'm really glad you enjoyed it. This game could definitely do with some polish and we're quite excited to work on it further after the jam :) The zoomed in camera seems to be a common gripe so we'll definitely work on that first. We ran out of time before adding a health pickup after certain points, but it is a good suggestion. Thank you for your feedback
Just out of curiosity, did you use the Boomerang recall functionality each time you tried to "close the loop" and burn them? This inconsistency was mentioned a lot so I really want to squash it :)
I really liked this game and its aesthetic. I felt like the pacing was perfect, where a powerup would usually arrive just as I needed it most.
I found the sudden slowing down of my train to be frustrating and inconsistent at times - a slowly recharging status bar or the wheels gradually heating up could be really nice to show when I should preserve some momentum (unless I just missed it).
Really great game!
It took me a while to get the hang of it but once I did I played this for quite a while. The concept is so simple but fun, and it was really satisfying to land hits on your opponent (think it was the sound effect). It would be cool to attach a shield to your train and use that side to deflect any incoming attacks.
Really fun game!
I enjoyed this game. One thing I was confused about was the powerup that gave me a turret that I could control with my own mouse, I thought I had that from the beginning.
It would also be nice to know how long I have left at each point before the train continues. Really cool concept though, well done!

