Ms Grunhilde's Sandwiches by pparadigm
Make some sandwiches! This game is simulation + story. This is my first time participating in a game jam, and no one's ever played my games before, so this is exciting for me.

Why this game is better than real life:
- Infinite peanut butter!
- If you don't like your sandwich, you don't have to throw it away, just turn it back into bread!
- You can zoom in and out!
- The knife is swooshy!
- You can put as much peanut butter on the bread as you like, and your fingers won't get peanut-butter-y!
Controls:
Mouse for mostly everything
Escape to bring up in-game menu
Along with the mouse, spacebar can be used to advance the text
F11 to toggle fullscreen, though it's untested on other monitors so let me know if it works okay.
Tools I Used:
- Game Engine -- GameMaker Studio 2
- Art -- MS Paint
- Music -- Bosca Ceoil
- Sounds -- bfxr, ChipTone, Audacity
- Progress GIFs -- ScreenToGif
| Windows | https://yxaj.itch.io/ms-grunhildes-sandwiches |
| Original URL | https://ldjam.com/events/ludum-dare/41/ms-grunhildes-sandwiches |
Ratings
| Overall | 686th | 3.36⭐ | 45🧑⚖️ |
| Fun | 843th | 3⭐ | 45🧑⚖️ |
| Innovation | 844th | 3.047⭐ | 45🧑⚖️ |
| Theme | 1105th | 2.64⭐ | 45🧑⚖️ |
| Graphics | 509th | 3.581⭐ | 45🧑⚖️ |
| Audio | 313th | 3.5⭐ | 44🧑⚖️ |
| Humor | 444th | 3.116⭐ | 45🧑⚖️ |
| Mood | 239th | 3.709⭐ | 45🧑⚖️ |
| Given | 50🗳️ | 40🗨️ |
@kleinzach The font thing is a good point. I wasn't thinking about too much since the font did okay at the low resolution, but there are probably people who would get more enjoyment from my game if the font was more standard, so it was less figuring out some letters and more enjoying the text.
@kleinzach + @Shelvid I got lost making sandwiches a few times during development, it can be pretty meditative. Sadly, one of the last things to get put in was the sandwich counter, and I was spriting it because I couldn't find a good font for such a small resolution. I kind of regret it though, because it really is unsatisfying not seeing the counter go up past three. It really signals "there's nothing more after this," which is sad.
cute game though!
Good job!
@xephrys + @Lawrence Thank you all for your kind words!
or maybe she eats the kid after a few sandwiches !! 😂 Anyway, I liked it !
I also got lost for a bit, at first I was making sandwiches and following the rhythm of the music, after some time I was questioning myself why the game was not going to the next scene, then I realized it was a game about making sandwiches haha! Really liked the simplicity of the gameplay, but the counter stopping on 3 was a real turn off, just changing the counter would be huge improve without much effort. Other than that, the overall setting of the game and the harmonic feeling worked perfectly!
Nice job, keep up the good work!
@randomphantom Thank you! I wish there was something beyond 3+ sandwiches as well.
@lukbebalduke I agree with changing the counter, but I don't think that falls within the Jam "revision" rules, which is why I haven't done it. I'm glad you found it harmonic, that's a feeling I was hoping to get across. I agree about the images, but don't know what to put. What images were you thinking?
You have an amazing style of writing. I could really see the scene unfolding in my head and felt connected to the characters.
A shame that the game was so short as I was just settling in while making some lovely sandwiches! Also the text was a bit hard to read and I would have loved some more gimmicks like the magical turning sandwiches into bread that's already there. I tried delivering just bread or the knife or building 3-sliced sandwiches but to no avail :(
The controls and entire presentation were as smooth as the peanut butter!
You'd be surprised at how hard it was to code to get the sandwiches to form from two breads (one peanut-buttered). I can't imagine how difficult it would be to implement multi-layered sandwiches, but if I could somehow implement infinite sandwiches, I can just imagine someone stacking them up and up until the stack was offscreen!
I hope you enjoy your first rating session in a jam. It's always my favorite part :)
Too bad you didn't have time to implement an end state to the game, I'd have liked to have a reason to continue makin' dem sandwitches.
By the way there's some fraudulous advertisment, she tells him she's gonna make him peanut butter and jelly sandwitch but ends up making him peanut butter and peanut butter sandwitch. I'm disapointed in you Ms. Grunhilde. Is she some kind of politician or what ?
I really liked this game, imma sub you on itch.io, curious what you'll make next, keep on keepin' on !
This would be the great basis for an interactive story telling game.
Fantastic work, well done.
Fun game! I actually really enjoyed myself. The story at the beginning provides a nice rationale for the gameplay as well as adding that nice human touch. I was only sad that I couldn't also put jelly on the sandwich. Unlockable DLC for jelly? I think the thing that made this simple game feels so good was how well it was executed. It plays like those cute flash games from when I was a kid back in the days of newgrounds.com, so that hit me right in the nostalgia gland. But the game was clean and worked perfectly and that made it enjoyable.
Nice entry! Thank you for sharing.
As a playtest comment I found myself wanting the tip of the knife to be in the peanut butter jar, and not my mouse cursor which was way down on the handle.
@ultrarat Thank you! As for the knife, where to "hold" it didn't come to an easy solution while I was setting it up. By default, it was in the center, but that really felt wrong when it swiped, so I moved it to the handle and that felt better, but like you mentioned, the swipe radius with the peanut butter and the bread sometimes didn't respond nicely (though it was still better than the center). I guess if I wanted to really refine it, I would have pickup/setdown "collision" checking where the cursor "holds" the knife, and the spreading/scooping hitbox on the blade or even the upper half of the knife blade. Although, I would try to implement this much later in development (certainly after jam and more story!). Thanks for your thoughts! I really enjoy thinking up solutions, and I think one of the things I value in a game is for the interface to go almost unnoticed by the player, just because it does what it should. Or perhaps they notice it initially, if it's different than what's usually done, but then fades into the background quickly (without causing muscle cramps!).
Such a cute little feelgood experience. It's too bad you were never able to quite finish it up as I would've loved to keep playing after finishing up the first day's sandwich.
The little story at the beginning was a great touch, and after reading your comments here I see that your plan was to keep the story going throughout the game. Yeah, that's difficult to do in a jam, producing a lot of content after getting the mechanics in place. Are you going to keep working on it post jam?
The solution for resizing the window was very original, haha. Never seen that before!
Great music too. Really complemented the gameplay and the general mood set up by the story.
Lovely game!
As for the resizing buttons, the game is "naturally" one size smaller, and that's just too small. With pixel art, it's hard to give window size control to the user and still keep the graphics looking nice, so I knew I had to implement it myself, and I knew people would generally want it bigger than its default (I certainly did).
Originally, the window could be resized with the Z key, but I didn't want to have to document that and have it be non-obvious in game, so I took inspiration from Stardew Valley (and I believe Minecraft) and put little buttons onscreen. If you haven't heard of it/played it by the way, Stardew Valley is a super chill game with little violence as well. I highly recommend it.