Great execution on this game. I like how the events change between protect yourself to protect the cookie. It makes it more tense, almost like a boss fight but in reverse.
StoicGoose
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The atmosphere is so calming as well as chilling. I want more of this. Two small UX things that happened to me: I didn't understand how to pick up items. Perhaps just changing the cursor to something gamey would help. I didn't understad that the meter at the top would kill me so it felt a bit punishing. Perhaps show it with some death icon or something else.
I had fun playing this, my record was 31 bisucuits. I enjoy the part when I was trying to hide behing cover and then go for a run and collect all the cookies while trying to avoid the new enemies. One thing I would like is to add the full screen button. I think I would aim a lot better then and also see enemies and stuff clearer.
Very nice presentation and framing the game show feel both in visuals, idea, and sound. I think just with a few tweaks the gameplay could be more interesting. The PH meter and hammer didnt seem to affect the outcome other then that I used the PH and then picked it if it was milk. Perhaps there could be some rule or mechanic to add more strategy to what glass to bet on? It would also be interesting to see what score the contestant has, and if I somehow can affect that by luring or forcing him into choosing the wrong glass.
Oh yes! Great idea. It would be cool to have other NPCs that could show you all the tricks that are available under the hood. Both to inspire and as a mini tutorial. I had one idea also that the better ju performed in your tricks the higher your reputation gets and more of your cool friends pop up and cheer for you. To get it kind of more and more bro surfer vibes. Perhaps I try and expand it later.
Thanks for taking the time to write some quality feedback. I for sure agree with you. Here are some thoughts, also to act as a mini post mortem.
- The theme could have been stretched more. My idea was to pace it in a way that a failed jump would make you loose all points and make it a very high game of risk reward in your choice of tricks. But I think to make that work I needed a different game mode or sequence of events to explain that structure and not feel unfairly punishing.
- Yea reaching 10 000 in 5 jumps was something I added quite late, I tried a few different game modes. Freestyle, timed, insta death etc. But I felt it either lacked the satisfaction of reaching a goal or that it removed the opportunity to explore the different combos of the game. I wanted the player to kind of find the different tricks.
- I was worried that my hidden mechanics of many of the tricks would never be discovered since most game jammers play an entry only a couple of minutes. That is why I wanted to hint about tricks in the start screen. For sure not the best place to have it, especially when the web export sometimes made my startscreen crop out things.
- Sprint was something I added early on as I thought that your jump speed should affect the jump height, but that got cut. And yes I should have removed sprint. It was the SFX player I borrowed code for, not the player :)
- Yea there are some combos hidden there. Such as "Smooth candle", "Big pancake", "Backslick", "quadruple frontflip" etc. I think however most players wont find them. Both because of lacking feedback that they exist. And that they are quite hard to pull off. Two ways of solving it could be to have an NPC hint about them, by jumping themselves or have a much higher complete score or in other ways requiring a certain trick at a certain time.
- This was inspired by the Death diving that was invented in Norway. I think I could have made it even clearer to the player by exaggerating some parts in animations and art to enhance the readability and idea of the game. I think it would also be great to add some other interaction like rotate left, right or something to make it less one dimensional.
What a charming little game. Gameplay, art and sound felt very consistent and well polished. The short dialogs and art with cake conveyor belts added a lot of personality to the game. The only thing I could think of was that there was some kind of delay sometimes before the player character moved. Which sometimes could make me fail. If this was intentional to avoid precision stealth movement and rather be smart of when and where to move, perhaps that could be shown even more with some animation or something and lean into that mechanic
This game my favorite so far. This should be pinned somewhere to show how a great game jam is done. Concise in length and mechanics, innovative, on theme and highly polished. It took me a while to figure out the timing but after that I had a great time. Brillant idea that I have to drag the bullets and put them in one by one into the revolver. It makes it feel more like the real thing.

