I would say better luck next time but... there isn't a next time. One click to rule them all
Thumbs Up Studios
Creator of
Recent community posts
Oof. Well hopefully it got submitted in time. Convert things to OGG files in the future. Also you can set your import file to "Loop" you don't need to do it manually. This way it should not increase the file size.
Then you can call it in the editor using an "AudioStreamingPlayer" node.
For something like a main menu, just select "Autoplay" in the inspector. When the scene launches, the music automatically starts and will loop until that scene ends.
Hell yeah! Music start playing and just didn't want to stop or did the player start stacking itself?
I had a few music issues this go around. I learned that the way I was calling SFX and music in the animation player was wrong for a while.. I learned this because I said "screw this I'm going to hit the key frame button" ... and it worked. Verse me loading things into the animation player like I've done in projects past, which caused hell for volume control. RIP my ear drums.
Some might say they are still playing volleyball to this day. Glad you enjoyed it.
I wanted to make it so that each drink had their own glass/ look etc (I even have a few of those drawn up) but that wasn't really feasible in the jam timeline... So hopefully that doesn't turn your cocktail enjoying friend off.
I tried my best to make the game "I don't drink" friendly without just giving a book of solutions.
I didn't use a timer so people can look up drinks, I made it's so that you can just make up drinks without penalty except not getting tips, etc.
I made it so the customer also drops small hints on what's was wrong with the drink. They will say things like "I've never had X made with Y" or "If this had Z it would be perfect"
Once you get a drink correct, the ingredients highlight everytime it's ordered after that.
You also can just straight up serve only poison with 0 penalty.
On the audio, yeah... The options menu pops up after the opening scene. I did my best to balance the audio before that without interrupting the story beat/ scene.
I debated making a "bartender guide" but decided to let the dialogue loosely guide the drinks. IE they let you know at least one ingredient.... Most of the time... That you got wrong. They will say something like "I've never had X with Y" or "if it has ___, it would be perfect"
Then once you get the drink correct, it adds it to memory and highlights the ingredients anytime it's ordered in the future.
You also don't have to get anything correct unless you want tips. You can serve them ice... Or just poison.
Very impressive game for being made in 2 weeks. The audio was great, the small details like jumping on the beds, etc. All wonderful.
The only issue I ran into was the typical Unity mess when you make the game full screen and everything starts lagging. That made it tough to read things.
But yeah, this was a fun little game.









