I love this concept! Found the controls quite difficult at first, and I think that it would be good to start the game off with a slower speed, to ease the player into the gameplay. Would love to see this developed further if you choose to keep working on it!! :)
Play game
The Sushi Horde's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Did the game align well with the task? | #122 | 3.136 | 3.136 |
| Did the secondary mechanic complement the core mechanic well? | #123 | 2.682 | 2.682 |
| Overall | #126 | 2.773 | 2.773 |
| How well implemented was the core mechanic? | #128 | 2.909 | 2.909 |
| Would you like to see this game idea developed further? | #128 | 2.773 | 2.773 |
| Was there a sense of progression? | #136 | 2.364 | 2.364 |
Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Type one of these words: AIM - DUCK - GROW - FLOAT - VOICE - CHOICE
AIM
Which game engine did you use?
Unity
What are your pronouns so I know how to refer to you in the videos?
He/Him
Will you continue in GDKO if you were selected as a Wildcard?
Yes
Comments
I wasn't very good at it but it was fun and a great concept! Good job!
The "aiming" or just movement felt a bit weird, maybe floatly even. Idea was quite clear but as a person who hasn't interacted with sushi much I had some trouble understanding what went where, but it cleared after a few total failures. To me at least the game was a bit too fast, but that also cleared the further I went.
Hey 6knowledge, thank you for trying my game!
A feature the game is currently lacking, that I really wanted to put into the final game, is the concept of combos -- ideally the player would have a list of sushi items (much like a menu at a restaurant) with indications on which pieces of sushi to stack to make more points (alas, it didn't make the cut!)
I do agree the game starts fast, and only after some retries it becomes a little clearer: a tutorial wouldn't definitely hurt.
Thanks for the suggestion, have a great day!
I liked it a lot even tho I was having such a hard time lol. The art looks great and once you get the hang of it the game feels satisfying but early on its pretty hard.
Hey kirito, thanks a lot for trying my game!
Firstly I appreciate the compliments and the fact you tool time to get used to the game; I will definitely make it a little more understandable in the beginning, either via a tutorial of sorts or by gradually introducing mechanics.
In the meantime, thanks again for the kind words! Wish you all the best :)
Took me a lot of tries to get used to the game. Maybe start off a little slower and have the belt slowly speed up to let the player get a chance to see what's going on and experiment a little. Other than that, I think the game has a lot of potential for future development.
Hey Dev Pirates! (I actually recognize your name from the GDKO round 1 video, nice to meet you!)
Thanks for the feedback, I definitely agree that I could have improved my game by making things slower in the beginning, rather than throwing the player directly into the pit!
In any case I am grateful you have tried my game, and thanks for the comment on its potential ;) Peace!
I think you did a great job on your game, unfortunately I didn't manage to check it out during those last submission days, I have just played it now -- which is a shame, considering how good I have found it to be.
I am sure you have nothing to worry about, it was an excellent design! I also hope we get to meet again in round 2, good luck on that!
Cool concept, and a good start which can be expanded on!
The collision on picking up stuff was a bit small imo :)
Hey Benim, thank you for the compliment on the concept, I appreciate it a lot :)
The collision boxes went through so many redesigns -- at the beginning they were a bit bigger, but they would start misbehaving easily (as in: far away items would mash together in a way that felt weird): thinking about it now, I should have probably made a collider for picking items up, and a different collider to handle collisions between pieces of sushi (bigger collider for them to be grabbed, smaller collider for sushi to interact with each other)
In any case I appreciate you taking the time to play it, wish you all the best! :)
Hey there, thank you for trying my game!
I agree: at its current state, it's almost better to look at the shadow on the table, as opposed to the moving chopsticks, which can be counterintuitive to some: it may need to be redesigned a bit, in retrospect.
Do you think that it became more intuitive at some point, or would you say that the chopsticks should be maybe closer to the shadow they cast?
Thank you for the compliment in any case! Wish you all the best :)
It's hard! Like real chopsticks! ) Very fun idea )
Agree with the previous comment - it would be nice if the game starts a little bit slower and then speed up.
Hey smartmagpie, thank you for trying my game!
I appreciate your sweet comment on the idea! I agree that the game at its current state has a bit of a pacing problem, either a tutorial or a gradual introduction to the mechanics would probably help it much more.
I do appreciate the ffedback though, thank you so much for giving it a try! :)
Well done submitting!
I struggled a bit to understand exactly what I had to do in the beginning, but picked it up after a few plays. The movement of the items seems fixed in acceleration, which made it difficult to hone in on the sushi. And the learning curve is much too fast to begin with. Slowing the train down drastically in the beginning would give the player a chance to grasp the mechanic, before then speeding it up over time.
Definitely has potential, I hope to see more projects in the future!
Hi chambo, thanks for the feedback and for trying out my game more times!
I definitely agree that either a tutorial or progressive introduction of the mechanics could help so much, I will definitely keep it in mind for future expansion (thanks for pointing it out!)
I will definitely put out more stuff next, in the meantime thank you again, wish you all the best!
I liked the mechanics, it was challenging but fun. Though I did have trouble with aiming, and it could use some sounds, it was a pretty good game!
Hey, firstly thanks for taking the time to try my game! Yes, unfortunately the starting sensitivity in the web build got screwed up big time, it can be changed with the "P" menu, but it's something I should have put more attention towards: will definitely fix it in future updates!
Thank you for your feedback regarding the mechanics and sound, all the best!
Hi, thanks for checking it out!
I definitely agree that the game could use a little more introduction: as for the starting sensitivity, it got definitely a little screwed up in the web build, but I appreciate a lot that you tried it nonetheless (for any readers: "P" opens up a menu where sensitivity can be changed!)
Thanks a lot for your feedback, all the best :)
Great entry, thanks for submitting it.
I thought the concept was good and it was executed pretty well. It was certainly frantic and im glad you added the sensitivity option because i was _not_ good at it on the default one. I think the idea of seperating it into two stages fit the theme pretty well, i just wish i had more time to make nicer stacks. However, this made me realise on my subsequent playthoughs that i had to be smarter with my initial stacking, rather than just piling everything up into the middle.
I think the art style looks very pleasnt and everthing works well together.
I look forward to seeing how this progresses, great job!
Hi! This was very encouraging to read, thanks for taking the time to play my game and understanding it!
I was definitely thinking of adding some "specific combos" at some point (by pressing P, you should see an empty menu on the left, which much like the one you would get at a sushi place, would in this case specific combos of ingredients), but I ended up running out of time and decided to focus on the main mechanics instead.
Again, thank you for playing! All the best :)
Hey I figured the primary mechanic is drag and drop and the progression is to meet the quota, but what is the secondary mechanic ðŸ«





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