Lunch Lord by madjackmcmad
You THOUGHT you stole a cookbook. Instead you boosted an arcane tome with an insatiable thirst for blood and gems. Oops!

- Brick-breaking town-raiding goat-summoning arcade high score action!
- Gather ingredients, mix them with your blood, summon an army.
- Raid towns for mega-bonus pens full of tasty farm animals.
- Dunk on your scrubby friends with Dreamlo-powered leaderboards!

Gameplay bounces between gathering resources in the cave, and raising hell in a nearby village. Neither location is perfectly safe, but the cave offers an opportunity to stock up on the metal, blood, and gems you'll need to defeat the throngs of angry villagers trying to protect their livestock.

Summon golems of blood and stone to help you. Rolling shield walls, fireball towers, giant slabs of spiked jade, all of these are better than your spatula. Let the troops do the big fighting while you run off and grab delicious farm animals for big points.

Ratings
| Given | 14🗳️ | 16🗨️ |
A strange bug after you submit the score, the game freezes, and you cannot click on anything.
For those who can not upload the score, you need to allow the game in the firewall settings.
Other than that, great job.
With vsync back onnn, it was a lot of fun :) I like the chaos and destruction going on, and the nice change in pace between caving and raiding was really cool. I found the movement to be a little too quick and jumpy for my tastes. And although the purpose I think was to acquire an army to do more combat for you, whacking enemies with the spatula was kinda frustrating/unsatisfying.
This concept is super cool and I can't stress enough how much I loved the switch between caving/raiding, super dope. In addition to fun, I also gave this a high mood score because it just has a lot of character to it and that makes it really pleasant to play.

But they aren't and it's just stuck here...

Loads of small glitches and bugs that made the game less enjoyable as it could be. The biggest one was the weird teleportation behaviour of the enemies. Like they're still and when you get closer to them, they pretty much go super saiyan and sprint at breakneck speeds for a second or so. And the sheep do it too. Feels especially bad when you go close to a sheep that is with few enemies and then they're all like SYKE, sheep teleporting away from you and all the enemies ganking at your face instantly.
The bullets didn't despawn between the transition from town to cave. And because of that the following could happen were one is just insta killed on spawn because some bullets happened to be on that spot on town map.

The walls and collisions overall had some issues too. Sticking to walls and not being able to move next to them made them the deadliest enemy of all. It was also possible for enemies to spawn outside the playable area.

Then there are the balancing issues. The stunlock was straight up ridiculous. Quite often getting hit just once spelled your doom because of it. The spatula hitbox was way too tiny in my opinion. Sure, it's supposed to be bad I guess but it's still the only even closely reliable weapon. Majority of the buyables were just too expensive (life-wise) and not that great. Their material costs really were a non-factor, you couldn't get life fast enough for them to become an issue really.
The blocks that spawned enemies were sometimes very unfair. They could spawn enemies all around you and you'd pretty much just be stuck between them gnawing at you from all angles. Especially the skeleton thingies were horrible at this since it was so hard to even spot them from all the bouncing bits.
It looked and sounded pretty slick. The only part that bugged me about it visuals wise was the weird and confusing was the wall "bottom" part that is probably supposed to be the actual wall, like isometric wise, but it also functioned on its own without the "top" bit. Looked weird. The UI was clean and functional if not that one leaderboard part of end where you couldn't select with mouse.
I smell some dev cheats on the screenshots you have up there. I hope you didn't only play the game like that during the development, it'd be an easy explanation to all these balancing issues.
Anyways, good job!