Raising the Bread by ZuhairGhias
Note: Please ignore the HTML5 embed above and use the itch.io link provided below. The player doesn't seem to work here and ldjam won't let me remove the embed.



There is no tutorial in game so here is a brief strategy guide

Play as the magical chef Rakodi the raccoon as he summons baked creatures to reclaim his bakery from the villainous Macaroon.

Post jam bug fixes: * Death screen now scales properly * Items drop off-screen less often * Enemy hitboxes are larger
| Link | https://github.com/ZuhairGhias/LD55/ |
| Link | https://zuhairghias.itch.io/raising-the-bread |
| Original URL | https://ldjam.com/events/ludum-dare/55/raising-the-bread |
Ratings
| Overall | 437th | 3.703⭐ | 34🧑⚖️ |
| Fun | 603th | 3.424⭐ | 35🧑⚖️ |
| Innovation | 534th | 3.424⭐ | 35🧑⚖️ |
| Theme | 344th | 3.969⭐ | 34🧑⚖️ |
| Graphics | 154th | 4.348⭐ | 35🧑⚖️ |
| Audio | 95th | 4.078⭐ | 34🧑⚖️ |
| Humor | 157th | 3.855⭐ | 33🧑⚖️ |
| Mood | 326th | 3.855⭐ | 33🧑⚖️ |
| Given | 29🗳️ | 22🗨️ |
🖤
Amazing art, sound, setting. Very nice.
I would like to say that the close combat felt a bit frustrating to me, as there was no visible way to dodge incoming attacks, so I had to just tank it or only summon ranged units.
But in general a very cool game, had so much fun that I played till the end ^^
I would suggest to refine a bit some fundamentals from a beat'n'up base.
I Didn't feel so much of a difference in "Z" variation (Coming closer or further from the camera) in terms of evasive. Also, I Didn't feel some "Projection" for your attacks.
Still, summon bread minions is fun, and the art is cute.
You parallax-zooming-intro is superb
The music is very nice too, very jazzy and I like that each track gets faster in tempo to match the difficulty of the levels.
I like how the theme is implemented here, using combos to summon the creatures is pretty neat, tho it would have helped a lot of the player had a wider moveset, maybe more attacks and some type of roll, plus it is not very clear if you can doge enemy attacks, I have tried but I have been unable to, the enemies seem to have pretty big range. At some point my strategy just became spawning in long range creatures. With some polish and more summons this could be a great game
really good entry, good job!
also I saw the post about ratings. Leaving comments with feedback on other games helps a lot especially if the creators heart them, also hearting messages received on your own game and engaging with them by replaying too, hope it helps!
What I would like to see is more visual/sfx feedback, especially when you're taking damage and when your summons die. Some visible flashing on damage would already go a long way - at the moment, you can easily miss the fact that you're dying :wink: Also, there seems to be only one proper way to start - summon a Cookie Monster. If you choose to summon Dough-Dough instead, it will die before you can get any loot, and you won't be able to summon anything else. You will be stuck.
Overall, it's a really cool entry and more challenging than it seems at first glance (which is a good thing). I died the first time around :grin:
In other words, more action please!! 😀
Other than that, people should start finishing their sandwiches and chocolate bars! What a waste lol :)
Overall I felt like the Dough-dough was way less useful than the other twos, so I stopped making them spawn unless I ran out of chocolate. Couldn't reach the end as the third boss took me down with their goons, but I had a really nice and fun time playing. I'd say the controls of the main character are a bit slowish, but otherwise it is really good. Congrats!
As for the player movement and attacks, we really wanted to push the player to rely more on their summons, and so this may have been by design. We still probably could have polished it a little more. Apologies if the player movement and attacks feel lackluster.
@linky439 Yea, Dough-doughs are kind of weak. I also tend to use the other summons more. Thanks for the feedback.@
@breakfastgun There isn't actually anyway to dodge other than to run before getting attacked. Thanks for the suggestion.
@okk Sorry about that. I did realize that the player is kinda dead in the water once summons run out.
@aviv-levy Yup, I wish we had more time to add more action and polish. P.S. we are strong advocates of recycling.
@fabula-rasa My go to is also the cookie monster. We currently have the player flash red and make a 'racoon-sound' when taking damage, but there is definitely room for more feedback.
@konbuscus Glad you liked it!
@kaesterin Hopefully unusual in a good way XD. Sorry it felt complicated. We didn't get time to add a tutorial or simpler recipes.
@mrgaberson Thanks for playing! 😊
@denismarasan I agree that the combat system is pretty barebones. Thanks for the feedback.
@martonel Thanks! :heart:
@tetracold Appreciate all the feedback. Unfortunately we weren't able to add a dodging mechanic. And yes, I agree. Getting honest feedback on a game feels great, and that is something I try to reciprocate. Thanks!
@erivas-soulares I definitely lack experience in this style of games. We primarily kept the z-axis to spread things out a little. I still have a lot to learn for 2d games.
@kitira Yesss, I had thought about adding knockback but that thought got lost somewhere between all the other features and bug fixes. Thanks for pointing out.
@cheesepencil Sorry to hear that. Wish we had more time to balance. Hope you'll try again. I did fix a couple bugs that might make the game 'fairer'.
@brainles-etertainment Thanks for the feedback. I agree that a tutorial would go a long way.
@zomk Thanks for playing till the end. It really means a lot.
@maxgun Thank YOU for playing 😁
@aivaxela Your Apple Gobblers must have been stronger than mine because I did not get far with that strategy XD
@vivid-hallucination You comment made my day 😊
@mistiemaedae You aren't alone in feeling like the game gets impossible as soon as your summons all die. This was somewhat intentional, but we may have gotten carried away 😅
@bochinator Agreed. Would be nice to add more depth to the currently very bare-bones combat system. Thanks for the feedback.
@ryan-lockhart Glad you like our take on the theme. Took us a while to agree on one 😅
@rawb Thanks for playing and leaving such a heartwarming comment. Means a lot :heart:
@matt-fabius We were so focused on the theme and the summons in particular that we kind-of overlooked character movement. Thanks for pointing that out!
@vantalogic You are not being nitpicky. You are being constructive, and I appreciate that. Thanks for playing the game 😁
As others have said, a little bit more "oomph" to the combat system could have gone a long way toward making it more satisfying. Maybe some particles/screenshake on hitting an enemy, or a brief animation for spawning in a minion, etc. Of course there's not much time in a game jam and you added an impressive amount of content as-is.
I drew a doodle of Rakodi:
