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Thumbs Up Studios

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A member registered Jun 15, 2020 · View creator page →

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I would say better luck next time but... there isn't a next time. One click to rule them all 

Post a screenshot if you win! May the odds be ever in your favor. 

Also with godot, you can set up your export settings to let you constantly test in browser play. 

Once you get your export settings setup, it will give you the drop down of testing options.

Unless you need to graphics power of Unreal... Unreal is not the best for Jams. It's really tough to get a good web build using Unreal because they dropped native exporting support. 

Unreal is a tool, make sure its the tool for the job. 

It's 100 bucks to put a game on steam. That's a bit much for a jam game. Yes it is a work around towards server hosting but it's a very expensive one. 

caught some fish, got some boots. Wondering now what happens next. 

I want a bigger boat! 

The custom orders was going to be the original goal but I decided to see what I could do to hit the bonus challenges. I aimed for the mechanic for those and could add later.

Thank you for playing! 

This confused me for a moment. I was expecting to be playing and rating games for the next few days. Now I just get to play them and not worry about rating! 

I learned this lesson the hard way on my first game jam. It's not Godot... its Microsofts .net frameworks fault. 

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.

Smells like a memory leak (possibly something spawning rapidly?) .
Since the desktop build is working. Load up the desktop build and watch your memory usage. If it doesn't level off/ drop etc and spikes to.. 3gb that will do it. 

Is this happening when you're offloading or when you're going to play? 
Maybe export a desktop build with debug and see if it gives you a more specific error message?

Co-op is not going to be easy. 

You could make a Jack Box style game BUT you need to host/ have your own server. 

If you make a downloadable co-op game... Very very few people will play it because of malware risk 

Okay cool. Credits I'm guessing just need to be on the itch page?

Does no text include in a tutorial, menu buttons (like play, sound, etc) ? I see "at all" so I'm guessing yes, just wanting to know for clarification. 

The game is HILARIOUS. Needs some audio controls but other than that, it's great. 

Not going to lie. I spent a week on vacation with a kid who played Mewgenics non stop... So the influence was definitely there. 

Thanks for giving it a go! I should polish this up and debug.

Cut little bartending style game. Ran into a few bugs but overall the concept is there and executed perfectly for a jam. 

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.

You have a browser version? 

You all have a browser version? 

Done!

Cute and cozy little game. Well done! 

This is a fun but tough little game. As other's have mentioned it's tough to keep enough life guards to not quick quickly overwhelmed. 

Well done little resource manager. Finally figured out the seat optimizations by week 3. Well done. 

I will agree with ya on that. 

I decided to go with something like 14 or 15 drinks and let myself get a bit carried away with that. I tried to make it a bit more fulfilling for people who played past the 3 day story mark when I really should have just focused on the 3 days. 

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. 

Okay that makes sense. It was just really slow and I wasn't sure if it was a lag issue or on purpose. Thank you. 

This game is HARD... I loved it. Kicked me right in the nostalgia. 

Sinking through the world floor on failure is true retro fashion. 

The only thing I wished for in this game was the controls to be a bit more streamlined. Mainly hitting escape closing the windows. It's a really fun little game though.  

Solid little bartending game. (one bar tending game to another)

I LOVED your game. Well done

Done. Fun little game but you might want to test your game for a memory leak as it made my graphics card very angry. 

Love it! Fun little game. 

This is how game jams games should be. Well polished little game loops. You got me the first play through... I should have known. 

The second play through my mouth just hovered over a delicious sandwich... so I ate it. 

I finally got it the 3rd play through. 

Good job!