LeChaudron by Jajakeim

Hello,
a little game combining cooking, if we can say so, and shooting/arcade.
Give "Le Chaudron" what it ask for.
move with the arrows, left click to cut the food, right click to rebound the food
| HTML5 (web) | https://butkeim.itch.io/lechaudron |
| Original URL | https://ldjam.com/events/ludum-dare/41/lechaudron |
Ratings
| Overall | 325th | 3.417⭐ | 20🧑⚖️ |
| Fun | 207th | 3.528⭐ | 20🧑⚖️ |
| Innovation | 319th | 3.417⭐ | 20🧑⚖️ |
| Theme | 424th | 3.417⭐ | 20🧑⚖️ |
| Graphics | 111th | 3.861⭐ | 20🧑⚖️ |
| Humor | 168th | 3.194⭐ | 20🧑⚖️ |
| Mood | 331th | 3.056⭐ | 20🧑⚖️ |
| Given | 26🗳️ | 2🗨️ |
Maybe this is trivial, but left/right click mechanics with rotated knife is awesome.
I like the idea, and the gameplay is simple but cool, the graphics do elevate the game.
Keep it up!
I didn't understand the mechanics at first, but when I got them, the game was fun and challenging, well done! I really liked this entry :D
The gameplay could use some more structure. Like changing it to a level based system instead of just endless mode with score. The levels could be for example self contained sections where you'd have to do a certain recipe (so a sequence of ingredients) few times in a row without any wrong ones to pass. Maybe with an added time restriction to add more pressure and not just allow the player to wait for the perfect opportunities.
Or if you wouldn't want to take the level route, you could add in some scoring systems like getting a multiplier on the score the less time passed from the previous ingredient. Or maybe the ingredient gets individual multiplier based on if you've bounced it. And then you could add some kind of strike system to make it end at some point.
The art and especially animations were mostly great. The overly jagged look of the foods and information bubbles didn't match the quality of the chef and cauldron. They looked more like a result of a scaling algorithm than actual pixel art like the rest. And that default blue background of Unity is always a bit off putting to me. Some visual feedback would also help. Like maybe flashing or otherwise highlighting the wanted ingredient bubble for a few seconds when it is about to change. And then highlighting it even more when it changes to draw the players focus to it more.
Didn't find any reason to actually move the chef at all. You could just as easily stand in one spot and do everything from there. You could add some kind of system to force the player to actually move. Maybe the chef can't get hit by the ingredients so you'd have to dodge them or maybe there could be some extra ingredients on the ground that you'd have to deliver by foot. Lots of different options to make it actually useful, now it's just unnecessary functionality.
And one big thing that I already mentioned is audio. Even simple beeps and boops, generated with Bfxr or the like, add a lot more oomph to the actions. And a quick and dirty hack to make them less repetitive is to add a random amount of pitch variation on each play time. Of course music is another thing but it is harder and more time consuming (for me at least, I've only recently started familiarizing myself with making it).
But anyways, nice game and good job!
For this game I was aiming for a seemless difficulty progression, I wanted the couldron to be alive, start moving around, being sneaky, hitting the chef around and such... I wanted, as you exactly mentioned, the couldron to ask for specific recipes, but because of poor time management and this game being my first real "project" with Unity, I was not able to do any of that. not looking for excuses, I swear :D.
For the art being all over the place, not clean, and lacks of effects, it all comes to what I previously said, with more practice I'm sure I can come up with something more polished next time.
Concerning audio, I'm just a total noob, never done any music, don't even know where to start, but I will for sure begin to practice for the next Ludum Dare.
Thanks again for the critics !
It would be nice if you could throw a knife at the chopped ingredients to prevent them from going in the pot.
Gameplay was simple but effective, once I figured out the right-click action. I would note that the current scoring system heavily encourages just waiting until the right food shows up; maybe something to encourage more risk taking would add some longevity.