Rush Hour by SephoWepho
NOTE: I know it's confusing, but you need to click once to pick up an item, and click again to put it down! Sorry if it's not clear enough!
Welcome to Sammy's Sammiches n' Such (WIP TITLE)! This is a point and click game remminicent of the Papa's games on the internet; except, a new customer arrives every 10 seconds (and they get angrier every 10 seconds)! You're an underpaid employee who ends up caught in the "Lunch Rush" by yourself, and you have to fend off the angry hoard until your shift is over! I could do more explaining, but here's some pictures instead (XD)!


I hope you enjoy my submission! This is my 3rd Ludum Dare game, and I somehow managed to get it done by myself! (I lost a ton of sleep for this :laughing:)
AI generated music from Ecrett Music: https://ecrettmusic.com/play
Endesga 64 Palette: https://lospec.com/palette-list/endesga-64
| Play in browser on GameJolt! (play fullscreen) | https://gamejolt.com/games/rushhour/754778 |
| Download the game on GameJolt! | https://gamejolt.com/games/rushhour/754778 |
| Original URL | https://ldjam.com/events/ludum-dare/51/rush-hour |
Ratings
| Overall | 525th | 3.576⭐ | 48🧑⚖️ |
| Fun | 430th | 3.554⭐ | 48🧑⚖️ |
| Innovation | 904th | 2.935⭐ | 48🧑⚖️ |
| Theme | 780th | 3.446⭐ | 48🧑⚖️ |
| Graphics | 247th | 4.109⭐ | 48🧑⚖️ |
| Humor | 297th | 3.393⭐ | 44🧑⚖️ |
| Mood | 532th | 3.5⭐ | 45🧑⚖️ |
| Given | 37🗳️ | 71🗨️ |
https://ecrettmusic.com/play
And for the double click action, at first you prefere to simple click but it's part of the fun & confusion to have to do it manually, so i liked it
My only gripes would be that 5 minutes is too long for a game like this (that's 60 orders!) That being said, I did beat the game in a couple tries even though some people were left in line. I loved the humorous story telling.
One quality of life change I would suggest is putting the order in the top middle of the screen. Looking back and forth to the bottom right to see the menu can be very tiresome.
But all in all, well done! I really enjoyed it. Keep it up!
I think the order recipe could use some tuning. Now it takes time to scan which items you actually need and gives you a huge disadvantage. Or maybe I was just slow. I also like the zoom, but I wouldn't want items to be unreachable because of it.
Good job!
IMHO, the receipt sheet could've been bigger. And the mouse controller definitely is not quick enough for the process.
I have plugged graphic tablet to keep up with the game pace.
Other than that, it's a solid game! Well done!
Mechanic wise only problem with the game is clicking to put each item. Drag and drop or select item and put as much as you want would be much better.
Overall good game! Congrats.
Overall I thought it was very well-made, with my biggest issues really coming down to the layout and UX. I feel like there were opportunities to present the orders in such a way that would have made it much easier to follow them. Particularly having to dart my eyes to the lower right hand corner of the screen and interpret the numbers (X0 is probably the least scannable way to show "nothing" as it's so close to X3, why not hide the text for these ingredients?)
Apart from this, I was also a little confused as to the meaning of the sound and visual feedback. Because of the pacing of the game, I never was able to reflect on what it meant for the camera to zoom in, or whether the sound feedback meant I'd made the customer wait too long. More clarity here would have helped a lot.
Still, I played this for quite a while on-stream because it was fun to try again and see if I could improve. Thanks for the game!
You mentioned that you thought our game was similar, and I'd have to agree. You've perfectly captured the feeling of the stressed out service worker that we were going for. Well done!
- Graphics are really good
- Concept is nice and very well implemented.
- The screen zoom was very annoying, the challenge in getting the ingredients was already there, but the zoom makes everything move at crucial times
- The multiple ingredient selections seemed less challenging and more tedious. I think by default, each other should have you grab one of the selected ingredients, simulating the normal amount that would be on a real order. At later stages of the game maybe you could mix it up by having a customer want "extra" so you have to grab two of a single ingredient.
- skip 's' to skip, why not any key, or click-to-skip? the rest of the game uses mouse controls so no reason to deviate for a cutscene
- keyboard controls actually might've improved this game. imagine if the 9 ingredients were placed in a 3x3 grid so that the game could be played entirely on the numpad? 1-9 places an ingredient on the sandwich, 0 starts over if you mess up, enter/return gives the customer their sandwich. just another way to make the game simpler but more fast-paced, as is probably more comfortable to play.
- more visual and audio cues would be helpful. maybe a screen tint when you're about to lose, or sped-up music?
- maybe chatter from the customers. voice samples of them actually placing their order in addition to having the visual "current order". or at very least, grumbling as they get more and more angry, sounds of gratitude when they get their order fast.
- Just looking at your screenshot I was wondering if it'd look better with a grayscale background, only having the UI be in color?
- The camera movement occludes which ingredients are required, the box where this is shown, should be moved towards the center of the screen, maybe even up to where the ingedients are, so the eyes of the player don't have to move up and down so much.
- grey out non-required ingredients to make it easier to read which ones are required.
- Click to Grab, Click to Drop, this is probably an intended mechanic but classic drag and drop might improve the flow here.
- highlight missing ingredients if a customer is unhappy before he walks away, so players understand what mistakes they made
Despite it not being my type of game and always losing, I still enjoyed it thanks to the art and music.
It was, however, very difficult. I'll echo other reviewers' sentiments that it would be nice if the order was centered and perhaps hide the not relevant items for the current order. I think that the number of items is also slightly too high--some of the orders required 10 items, which clicking back and forth in 10 seconds was very difficult. My advice in the future is to not forget about user experience, and consider what a user would find "fun."
Balance is really hard to get right in a jam, so I understand the shortcomings and praise the amazing finished product that you put out!
@nick-shooter Thank you very much! I really wish I could try this on a touchscreen now, I'm realizing how much better that would feel (:laughing:)! I do understand those nit-picks, because I annoyingly put them in on purpose; glad to see my scheme worked! >:D
@maximbegunov I've been hearing people comment on the difficulty of my game, so I'm glad there's still a good number of people that are beating it (:clap:)! Thank you for playing it through to the end, I'm happy you enjoyed it! :smile:
@kushimoto Thank you for playing through my game, and taking the time to leave your opinion on it (:D)! I'm glad you enjoyed it, and I'm sure I'll need to tweak the difficulty a good bit if I decide to continue on this (:laughing:)! I'm glad you liked it, even if I made it a bit annoying to play; if you saw the games I spent my time on you'd understand why the balance is so out of wack! XD
https://www.youtube.com/watch?v=fbmO3rQ_F-A
The music of A.A. was pretty cool, although I tried it for my project and didn't get anything suitable.
A crucial issue that I think disturbed the balance of the game is that the first customer takes a long time to arrive to be served while the time is already counting, this makes us lose considerable time, and when we start to serve the first customer it is almost 8 seconds, and then a snowball of other customers starts coming.
I think there should also be a progression of ingredients, starting with a few and later increasing progressively. They already start with a lot of ingredients, all this makes it almost impossible to be able to serve and walk the line at the same time.
Getting that right, the game looks amazing. A great job without a doubt.