The Bread Soceress Panini! by Aly Name
UPD: A Post-Jam version has been released on itch.io.
The theme of this game jam is "summoning." I've seen some games where the protagonist can summon the dead, some where they can summon zombies, and even some where they can summon ducks... As the main character of this strategy game, what can Panini summon?
Panini: (≧ω≦)/ Bread!
Huh? Make bread?
Panini: (*≧▽≦) No, it's S-U-M-M-O-N bread!
Do the breads have any special abilities? Can they fly? Can they walk? Summon gingerbread men to help in fights? Summon desserts to heal teammates? Conjure super-hard baguettes as long swords?
Panini: (〃'▽'〃) None of that! Just ordinary, delicious bread.
Just the most classic, ordinary, simple toasted bread?
Panini: (^▽^) Exactly!
Then, how do you use this bread to fight?
Panini: (๑>ڡ<)☆ I'm not sure about that — let's give it a try!
(A detailed description of the game can be found on the itch.io page below.)
TLDR:https://alyname.itch.io/the-bread-soceress-panini




Tools:
Code: Godot
Illustration: SAI2
Music: QAQ I gave up so there's no BGM
Bugfix: Adjusted the window size. There should be no display problems now.
Bugfix: A sign was added in the upper left corner indicating the W/A/S/D direction.
Ratings
| Overall | 159th | 4.011⭐ | 49🧑⚖️ |
| Fun | 166th | 3.947⭐ | 49🧑⚖️ |
| Innovation | 326th | 3.656⭐ | 47🧑⚖️ |
| Theme | 385th | 3.926⭐ | 49🧑⚖️ |
| Graphics | 43th | 4.582⭐ | 51🧑⚖️ |
| Humor | 135th | 3.922⭐ | 47🧑⚖️ |
| Mood | 282th | 3.9⭐ | 47🧑⚖️ |
| Given | 62🗳️ | 41🗨️ |
Interesting concept, the controls took some getting use to for the navigation around the board. But this is the most strategic game I've played so far. Wish there were SFX to round out the experience.
I found solution. It seems the game viewport can work properly if only the browser is zoomed up to 125% large.
Anyway the art is amazing. Nice and very cute one!
Liked the game: good submission. Have a nice Jam!
The art is gorgeous. Love the cute characters and other charming visuals! I know it's small, but I really like the little spinning gears in the corners :-)
I really wish there was audio. Some chill background music and a few sound effects would go a long way.
Gameplay is okay. I think isometric makes it a little more difficult - regular top down might be better (especially with using keyboard control instead of mouse).
Had fun though! In the end it was the cannon that got me!
Very impressive to put all this together in just 3 days
Small nitpicks:
- Sometimes keeping a key pressed for too long made me move twice in the same direction, costing me a few rounds in a frustrating fashion :'D
- The game would've been more enjoyable if you could play it fully with mouse in my opinion, translating WASD in isometric can lead to some frustrating mistakes
I played on the browser so I dont know if its different with the app but the area that moves your screen with the cursor is way too big so I quite often have the view wandering off to the side when im just trying to see the enemies movements.
Would have loved to have a more global view of the board, and maybe mouse controls.
Some SFX and music would have have been insane.
Overall very polished game for the little time you had, nice job!
If there was anything to be requested it would be music and SFX (on the web version it did not seem to work for me at least).
Overall rating: Awesome :)
- Some levels felt somewhat tedious to me, like the "central courtyard" level where you have to move all the way to the other side to beat up some of the slimes (which is a pretty damn long way because it's a zigzag level, made worse by the fact that you have to wait each turn for the slimes, who don't even actually jump because they can't move diagonally where they spawn)
- I played it on itch.io where the size of the game window generally didn't display the full level and I couldn't really see everything, which wasn't a problem by itself but the camera panning was really slow for me, so it turned out kind of tedious. I think ideally the level should automatically be zoomed to suit the size of the viewport so you always have the whole level in view.
- The fact that newly spawned enemies attack immediately sometimes added a level of unpredictability that didn't really mesh with the rest of the gameplay (which was otherwise very fair and predictable)
- I didn't personally have much trouble with the inputs but you might want to consider some visual indication of which direction counts as "up/W" and which is "left/A", like a little decorative north-indicator on the ground next to the character. If you point out in the tutorial that the little marker always points north/up people have something to base themselves upon.
Still 5 stars despite all that, easily one of the best games in the jam
Some features that will be considered for future versions: 1. Music and sound effects (if I learn how to do it) 2. More user-friendly operations (supporting scene rotation or an top-down view, camera settings, and mouse control of course) 3. Optimizing the experience, including revisions to the beginner's tutorial and adjustments to a few levels; 4. Reintroducing some scrapped ideas from previous versions that didn't make it due to time constraints.
Great job!
(In the future, if you'd like to add music, I'd love to help!)
Praise your hands! It's impressive how such a complete package can be made in a jam working solo. Graphics and narratives — people have complimented it too many times, I know; but really, it's what I wish I could draw, to be honest > <. Levels and boss fights — although I gave up early today (more on this later), the first levels have already left me intrigued with this mind-wrapping yet relaxing gameplay, and I'm eagerly looking forward to revisiting this with a different playing environment. Even a level map that gradually unfolds, with save/load abilities utilising the clipboard? That really feels like something to be shipped publicly. (When will it be on your website? > ^)
The game had quite a few technical glitches on my side — the transitions frequently left black stripes on the screen, the moves/lives indicators might not appear, and for once the keyboard controls completely stopped working so I needed to restart. I'm on macOS with Firefox 126. Maybe Godot is to blame; nevertheless, there are definitely a few aspects in interaction that could benefit from improvements. The way that the board follows the pointer feels a bit 'floaty' (i.e., it might move without the player's intention). The isometric display is potentially confusing regarding keyboard controls, and sometimes characters in the front obstruct those in the back, making it difficult to see the whole picture.
All these did not stop me from trying to get through a bit of it and appreciate the game. I'm surely coming back later!