Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

worriedpixels

28
Posts
1
Topics
8
Followers
1
Following
A member registered May 15, 2022 · View creator page →

Creator of

Recent community posts

(3 edits)

Thank you for playing and for your feedback.

The demo takes place a little bit into the game, after the introduction and tutorial areas. Perhaps I should make that clearer in the welcome text. In the full game the player will understand what the story is about and why Trevor is doing the things he's doing. In the demo he is trying to collect flour, and this whole area is dedicated to just that. In the full game there are other areas with other items he needs. The full game isn't about the cake club, and Trevor never wanted to join when he got up that morning. He just seems to finds himself in weird situations with weird people! I hope that in the full game players will be surprised by the various daft and unpredictable things that happen.

The demo area is all about contrast. You have this bright and sunny spring morning, where Trevor is mostly outside. He explores and finds clues. Then in the bunker it's quiet and has a completely different mood. The stairs seem to go on too long - what is this place?! And then the cheerful and brightly lit chamber with the daft characters, like some kind of weird home ec class. The first part of the demo has 6 scenes. 5 of them have either a clue or the NPC, so I hope people won't think it's empty or too big. I think I got the size right: not much backtracking and plenty to see in a fairly small space with the weird (and rather rude!) security guy right in the middle of it all.

There are 81 possible combinations for the passphrase. Almost all of them have a unique reply...

In terms of audience, I am inspired by games that look friendly and simple but have layers to their dialogue and humour and perhaps have spooky and mysterious elements. It's the sort of game I think a child would enjoy, but an adult would see things in the writing and humour that a child might not. I play lots of games that look cute - for want of a better word - but are surprisingly dark. I haven't spent a lot of time thinking about targeting a specific audience, but I am deliberately making the game generally friendly for all ages and those who like cosy, whimsical, relaxing games that surprise.

In the stairs leading down to the cake club there is dust (or icing sugar!) in the air. The pipes don't have a texture. I have two layers of dust that move at slightly different speeds as well as parallax movement, to give the impression of the air being layered and thick. The dust is meant to be in front of the pipes. The pipes are blurry one-colour foreground silhouettes, which is something I do elsewhere in the full game, and not meant to have much detail. I will see if anyone else mentions the dust/pipes. Perhaps making the dust move a little quicker might avoid any confusion about it being a static texture on things. I'll experiment with that (I'm working on a version 0.2.0 which will have button prompts for all interactions for keyboard, xbox and ps).

A few people have mentioned the bees! They were a late addition and I'm glad people like them. I want all scenes in the game to have movement and things to look at. Thank you again for playing and for taking the time to write detailed feedback.

(4 edits)

Thank you very much for playing the demo and for your kind feedback.

I mention the controls being listed in the pause menu in the intro text, but that is easy to miss or forget. To address that, I think I will implement controller prompts for most things e.g. a little 'I' and 'N' by the inventory and notepad.

Trevor is a young teenager. I think that will be clearer in the full game, and especially during the intro/tutorial area. He's old enough to be out and about on his own.

I didn't design the game with kids in mind, but I think it would be suitable for them. There won't be any bad language in it or violence. The characters you meet all have good hearts, even if they're sometimes grumpy or a little rude!

(1 edit)

Thank you! And thank you for being the first person to comment on my first demo from my first game (that's a lot of firsts!). You might also be the first person to finish the demo and get the flour, but I can't be certain of that one. Please accept this imaginary cake as a prize 🍰

(1 edit)

Crikey, this is scary. I just released a demo for my first game, A Cake for Sam. What if people hate it? What if no one downloads it? What if I run out of custard creams?

Join Trevor on a noble quest in this gentle springtime adventure set in England in the 90s. Explore, solve puzzles, play minigames and meet the odd folk of Kerfuffle-on-Sea.

I hope you enjoy the demo. I was so nervous about releasing it that I considered shredding all evidence of it and finding a new hobby. Perhaps stargazing or counting bricks. But I took a deep breath and pressed the button. Now I need a lie down.

For those who prefer to watch, I will be doing a full playthrough video in the coming days that I will add to the page.

https://worriedpixels.itch.io/a-cake-for-sam

Thank you for your feedback. I would have loved to do more than 20 questions, but I made all the art myself and didn't have time to do more. I like the idea of randomising the questions. I wasn't quite sure how best to do it so I stuck to a linear sequence. The advantage of doing it linear is that I made sure the player didn't see the same kind of question twice in a row e.g. two colour questions in a row.

(5 edits)

I used Adobe Illustrator to draw everything, and I did the UI stuff, logo and gradient background in Photoshop. I already played your game. I enjoyed it. I commented on it and you replied.

(1 edit)

Thank you. Yes, I made all the art.

Thanks you for playing and taking the time to comment.

Thank you for playing and for your kind words.

(1 edit)

Thank you for your feedback. I like your idea of a randomiser and I also the time limit decreasing in the second half. Thank you for the suggestions. I understand that some of the questions (I think the dessert/desert one) might be trickier for non English native speakers or dyslexic people (and also that the colour questions might be tough for those who are colour-blind). I think it would be difficult to make the game suit everyone, but these are interesting things to consider. Thank you.

Thank you for your feedback. I'm happy you liked my game.

Thank you very much. I think that is the best feedback: that someone would have liked to play more. I would have loved to have lots more images, but I didn't have enough time. I made the art myself, which took around half of the available time.

(1 edit)

Well executed and fun game. I enjoyed it.

Very good, but I think the leap in difficulty between level 2 and 3 is a little too much (but that might be my skill issue!). Great game, well executed.

(3 edits)

Thank you very much. I realised once I had finished that it would suit a mobile phone, but I haven't used touch controls before in GDevelop. Maybe next time :-) I would love to have had 50 or more pairs of images and an evil AI character that pops up and comments on your answers, but there wasn't enough time.

Excellent game. I love horror games and this was great.

Professional visuals and smooth gameplay. Reminds me of arcade cabinet games. I managed to turn at a junction and end up in a black void (the character continued to walk against a completed black background), but I know how hard it is to squash all bugs with such little time. Great game.

(1 edit)

I tried to get a good balance between easy ones and sneaky ones :-D Thank you for playing my game.

Nice work. I think some other objects on the ground would help to better show that you are moving - maybe just a few trees or small buildings. You have a foundation here to build into something really fun.

Nicely made breakout/Arkanoid style game. I enjoyed it. Just one small bit of feedback: I think the ball should release after a count-down, rather than when you press left or right, because it can make that first hit a bit tricky.

Thank you! I'm pleased that you liked it.

Original, surprising and funny.

I liked this very much. It's great that you also managed to get a settings menu and tutorial done in such a short time. Well done.

Thank you very much.

(1 edit)

Thank you very much for your kind words. My friend just sent me a text and said she also got desert/dessert wrong! I confess... I had to check the spelling before making it because I always get them mixed up too!

Thank you! "Name of this game" is a tricky one, especially if you are playing lots of gamejam games in a row.

(4 edits)

Thank you for your kind words. The shortest number is a tricky one! :-D I don't know what you mean by 'the switch thing', sorry. Nothing gets switched around in the game. I spelled colour in the way we do in England (British English).

Lovely.