Very Fast Food by LeReveur

[raw]
made by LeReveur for Ludum Dare 53 (JAM)

Cover image

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Why use employees, drones, or any other boring devices to serve your customers, when you can do it with a big canon?

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A bunch of imponderables came this week-end, and I had the choice between giving-up or try to make something in the urge. Guess what I chose? :sweat_smile:

W S / A D / Z S / Q D / I K / J L / ◄ ► / ▼ ▲ : aim
space/return : launch, and once again to open the parachute

If the food with parachute reach the top of any building with at least one pending customer (= red windows), you get 5 pts, in any other case, you lost 1

There is no limit to the points, nor any game over, but the buildings change randomly each time your best score reach a 20

Ratings

Overall 1220th 2.368⭐ 21🧑‍⚖️
Fun 1170th 2.5⭐ 21🧑‍⚖️
Innovation 1206th 2.211⭐ 21🧑‍⚖️
Theme 1112th 3.079⭐ 21🧑‍⚖️
Graphics 1076th 1.947⭐ 21🧑‍⚖️
Humor 1029th 2.053⭐ 21🧑‍⚖️
Mood 1177th 1.895⭐ 21🧑‍⚖️
Given 14🗳️ 15🗨️

Feedback

hatheus
02. May 2023 · 03:59 UTC
Not really clear on the objective of the game and the lack of instructions doesn't help. I was able to find the below functionality:

* Aim the canon with arrows or wasd or a couple of other random keys
* Launch a package with space or enter
* While the package is in the air press space/enter to open a parachute
* Package needs to collide with the top of a building and you will recieve points

Beyond that I was not able to reach any end state, I got over 1000 points but it did not trigger anything.
🎤 LeReveur
02. May 2023 · 05:37 UTC
@hatheus thanks to you I realized I had uploaded an old version!
I fixed this, but I'm afraid you'll won't find a lot more fun with it :sweat_smile:
Wouter52
04. May 2023 · 19:24 UTC
Well, acctually this is fun for late-night gaming just before going to bed :) I wish there were some sound effects in this one. You can use tools like https://sfxr.me/ just keep pressing "randomize" until you hear something half-decent. It really adds a lot to the game. Also, the aiming part is cool, but there is no incetive to aim more than once per level. Maybe the points could have been tied to the traveltime of the package. Then it really makes a diffrence if you do a high arc, or a low pass if you know what I mean.

Nice addition to include an arrow for when the package leaves the screen. I think it was easier to play the game using that feature.
Geckoo1337
10. May 2023 · 21:26 UTC
Simple and addictive gameplay with some clever mechanics - especially the bullet curve. I really like how you manage the city randomly. This is a good game, but I would like something harder. I had more than 1000 points. Thank you for your review. I wish you the best. Salut l'artiste ++
🎤 LeReveur
10. May 2023 · 22:02 UTC
@geckoo1337: what have convince me to try something, rather than just give up due to so low time remaining, is precisely the idea that I'll had to find how to change my usual physics method for this kind of gameplay, as I could have a real what-you-see-is-what-you-get bullet curve vs actual bullet move - I usually do this by computing new position each time step from previous, but due to rounding issues I already had before, I was really not sure that the curve would be accurate. So, almost all the time I spent was dedicated to that, and I consider it as a success just for that (even if, with less imponderables, I would have use the gain time to add more gameplay, like : more complex objectives, levels, obstacles, ect.)

(et toujours pas de plein écran, j'en ai bien peur - même si cette fois j'ai opté pour une taille de base un peu plus grande que d'habitude :smile:)
Cheesecube
10. May 2023 · 22:52 UTC
Nice, simple game. It's like Angry Birds but you are helping instead of destroying the buildings. I can tell you put a lot of effort into the catapult mechanic--the bullet curve is very accurate, and the little arrow showing you where the package is off-screen is a nice touch. Some more content would have been nice, but from the comments above it seems like that was not doable in the time-frame. Overall, an enjoyable game!
milq
11. May 2023 · 00:20 UTC
At first it was hard for me to understand but after a short time I got into how to play! And it's funny! What is not clear to me is the advantage of throwing higher or lower, less time, right? I would like to see a little more explanation or game design in the game to make it clearer. Apart from that detail, I can only congratulate you, great game!!!
cdunham
11. May 2023 · 01:32 UTC
Cool little game once I figured it out. Would've made it more interesting to have more obstacles or be timed on how fast you can deliver people their orders. Maybe have a highscore system of something? Nice work though
Jezzamon
11. May 2023 · 15:52 UTC
Simple, but not bad for not having too much time!

Some suggestions that are still feasible in a short time frame:

- The colors are not that good at the moment, there's not really something cohesive that ties the picture together color. Everything is just the color an object directly is, without thinking about lighting and stuff. Some tips I found in my art helpful are:
- Choosing a color palette and sticking to it. Very small color palettes end with things looking more stylized in a positive way
- Use colors that are fully saturated rarely. Usually pushing down the saturation on all the colors improves things
- +1 to sound effects helping a lot.

Another random thought: When the parachute opens, it happens pretty suddenly, which is good for gameplay but visually looks a bit off. Would be cool if when the parachute appeared, there was some momentum to the package and it swung underneath the parachute. I could imagine doing that with some basic physics simulation stuff :) ... though in practice that would probably eat up more time than you had.
Quinn_Patrick
12. May 2023 · 00:02 UTC
The lack of any sort of failure state really makes this game feel incomplete. As it is, you can just play and play and play forever. It doesn't even get faster or harder. As a basic demonstration of a gameplay element it makes sense, but as a game it just isn't there yet. In principle, it is fun, though.
Jiri Hysek
13. May 2023 · 08:56 UTC
I find the main mechanics quite interesting and fun! With some polish and maybe some rogue-like elements, it could be a very nice casual mobile game!
epb9000
13. May 2023 · 18:28 UTC
Yeah, I could see this working really well as a mobile game time waster. Maybe a little more mechanics, like birds in your flight path and whacky cartoonish sound effects.
aeveis
18. May 2023 · 02:46 UTC
The game was a bit flicker-y for me, but other than that I liked it! There something satisfying about being able to line up and time the parachute for the drop off. Could see more physics related things for more trick shot type stuff in order to deliver food. nice job!