Potater Toss by BoxedMeatRevolution
GOAL OF THE GAME
Bop the potato until it's cool enough to eat. LOOK AT THE THERMOMETER O_O
It's Pajama Day, and you're ready to chow down on a yummy potater.
Ouch! Ain't it hot though. Bop that boy 'till he cools so you can go to munch town. Don't you EVER let that spicy tot get away from you. You won't be eating floor potato again.
Q/A
Q: Why does pirate hate potat?
A: Mystery. Keep you tasty fren safe from that sharp fella. Your body can take a knife, but ur potate sure can't
Ratings
| Overall | 741th | 3.69⭐ | 73🧑⚖️ |
| Fun | 407th | 3.75⭐ | 72🧑⚖️ |
| Innovation | 435th | 3.71⭐ | 71🧑⚖️ |
| Theme | 1589th | 3.486⭐ | 73🧑⚖️ |
| Graphics | 1349th | 3.528⭐ | 73🧑⚖️ |
| Audio | 662th | 3.536⭐ | 72🧑⚖️ |
| Humor | 175th | 3.944⭐ | 73🧑⚖️ |
| Mood | 1222th | 3.397⭐ | 70🧑⚖️ |
| Given | 99🗳️ | 148🗨️ |
I remember playing your game "Void Prisioner" and thinking it was very weird, but this one is even more hahaha. I took a long time to understand what I had to do (besides punching the potato). I think if you made more clear that the knife doesn't hurt the player and, if the butter came sooner, the goal of the game would be more clear. I had problems with that box with 2% written on it, it wasn't combining with the potato, so I got confused, thought that I should let the knife hit it, but then nothing happened, it was frustrating.
Overall it was very fun, humorous and the music and sound effects were really well done!
The knife getting stuck in the arms is a bit weird, as I wasn't sure whether it can still hurt the potat.
Fun gameplay, nice graphics, hilarious sound effects and great music. Good job
It wasn't clear to me what I need to do with the potato. Just keep it in the air?
forces you to play it at least three or four times, but still is intuitive. The coments on the potatoes flavor make you feel bad when its not perfect, pysicologic manipulation ajjajajajajaj.
Either way, funny and weird, good job!
1 - Mecânicas, Aprendizado e Fluxo:
A mecânica diz respeito a manter objetos "quicantes" no ar (sem que eles caiam). Também requer que o jogador controle alguns desses objetos para se misturarem no ar (consigo imaginar muitas variações interessantes em cima dessa mecânica). Além dos objetos quicantes, há também de se evitar alguns riscos, enquanto os anteparos são braços prolongáveis do personagem do jogador (PdJ).
Aprender a controlar tudo isso não foi muito difícil. Alio a isso o fato de a dificuldade ir crescendo com o tempo (com algumas pitadas de aleatoriedade).
Creio que tudo ficou balanceado e divertido, além de desafiador.
2 - Gráficos, Áudio, Narrativa e Polimento:
Os gráficos ficaram levemente bizarros e engraçados.
A trilha cumpriu o papel de fundo, enquanto os efeitos sonoros foram levemente repetitivos (quem sabe mais variações seriam interessantes, hahahahah).
A narrativa foi simples e ao mesmo tempo assustadora (do ponto de vista de colocar personagens com cara daquelas bonecas antigas e ao mesmo tempo roupas infantis e facas).
Creio que a entrega tenha sido boa em termos artísticos, algo que poderia ser polido (fora do tempo da Ludum Dare).
3 - Cultura:
Brincadeiras como batata-quente foram colocadas "literalmente" em um jogo desafiador. Infelizmente o jogo é curto (e não vejo boa forma de prolongar, a menos que se torne um jogo de culinária em geral, expandindo bastante os horizontes do projeto em tempo pós game jam).
4 - Monetização:
Caso o projeto migre para algo no estilo "culinária" (quase real, com receitas sendo "ensinadas"), daí creio que poderia ser algo válido para smartphones e/ou Internet. :) Creio que poderia vender um pouco via itch.io.
1 - Mechanics, Learning and Flow:
Mechanics is about keeping "bouncing" objects in the air (without them falling). It also requires the player to control some of these objects to blend in the air (I can imagine many interesting variations on top of that mechanics). In addition to bouncing objects, some risks must also be avoided, while the shields are extendable arms of the player's character (PC).
Learning how to control all of this was not very difficult. I add to this the fact that the difficulty increases with time (with a few hints of randomness).
I think everything was balanced and fun, as well as challenging.
2 - Graphics, Audio, Narrative and Polishment:
The graphics were slightly bizarre and funny.
The track played the role of background, while the sound effects were slightly repetitive (who knows more variations would be interesting, hahahahah).
The narrative was simple and at the same time scary (from the point of view of putting characters with the look of those old dolls and at the same time children's clothes and knives).
I believe that the delivery was good in artistic terms, something that could be polished (outside Ludum Dare's time).
3 - Culture:
Games like hot potatoes were put "literally" in a challenging game. Unfortunately the game is short (and I don't see a good way to prolong it, unless it becomes a culinary game in general, greatly expanding the project's horizons in post-game jam time).
4 - Monetization:
If the project migrates to something in the "culinary" style (almost real, with recipes being "taught"), then I think it could be something valid for smartphones and / or the Internet. :) I think I could sell a little bit via itch.io.
It reminded me of the mobile game "Bacon" for some reason. I think it could be developed further and be a cool mobile game.
The game is funny, fun to play, the visuals are beautiful and the procedural arms are very well done.
Really cool. I like the weird arms of the character.
And those sound effects... x) Ouuh !
Made it to eat only without salt, so not bad :p
Simple bu effective. Good job there !
I loved the Mr Fantastic arms! Although few times I found them unresponsive, especially near the stove. They sort of glitched, I think, and didn't want to move.