Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Mayday - Working hard - Redot GamejamView game page

Gamejam game with the theme of "Mayday" made in Redot engine
Submitted by Ducktator — 2 days, 16 hours before the deadline
Add to collection

Play game

Mayday - Working hard - Redot Gamejam's itch.io page

Results

CriteriaRankScore*Raw Score
Playability#33.3113.857
Style#43.6794.286
Theme usage#62.8203.286
Controls#62.4532.857
Overall#63.0663.571

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Leave a comment

Log in with itch.io to leave a comment.

Comments

(+1)

Cool little AFK type game! Loved the art, style and overall performance of the game! 

(+1)

Fun and light. This ended up being the game I played the longest because "number go up, brain goes brr."

I would have liked the quality of the food to relate to the boss. We end his threat by tempting him with food. Requiring us to hit a minimum level in a set time would relate to that.

The equation for the progression of food is way off from drink. The cost to level up a meal is simply worthless versus the return. While drinks are always the way to go. More control of the individual characters would make it a bit more immersive. 

The graphics were pleasant. The writing was a STRONG stand out. Loved the dialogue.

Submitted(+1)

The art for this was really cute! I felt a bit of a panic as the game started and I tried to click on things to figure out how to serve customers, before noticing they were being served automatically. Maybe a little explanation about what the player is supposed to do would have been nice to start? Anyway, the dialogue between all the characters was utterly hilarious and a very fun story overall. That said, I felt like the actual gameplay of unlocking upgrades did not really have any impact on the story - it seemed like the events in the story just were unlocked based on time? Maybe it would have worked better if each chapter maybe was unlocked by hiring each new character or something so that it felt like I as a player had an impact on the pace of the story?

Overall, really cute concept!

Submitted(+1)

Great art style on this.  Would have liked to see more of the story and maybe a dance sequence at the end, but overall I think this was executed nicely and I could see it being turned into a good idle game in the future if fleshed out a bit more.

Submitted(+1)

Fun little game.  It is mostly all automated, but it was fun trying to build a fast and efficient kitchen.  Customer's could be modified to have a frustration meter if they wait too long.  Seems like the first customer on the left is helped more frequently than any of the other customers. Art style seems nicely polished.  Good job!  

Submitted (1 edit) (+1)

Nice and fun idle game.

I found the balance to be a little out of whack though.
The speed upgrades with their nearly factor-of-ten improvement to profitability are much better than anything else. In a similar vein, the scaling between food and drink appears to be vastly off. Food costs (at least in the midgame around the one-star mark) almost ten times as much to upgrade as drink, yet it's worth the same per customer.

Also, I agree with shadow that the implied time pressure or the story could have been worked in a little more into the mechanics themselves.
Maybe something like the player needing to identify "seedy customers", which'd give the player also a little bit more interaction with the game (since, especially once all shop items are bought, it's a bit too idly).

Nonetheless, I quite enjoyed playing the game, good job!

Submitted

- PopOS (Linux)
- Lutris
- WINE

Cute, little story. The mechanics each work, but the balance feels off as they interact. The story implies time pressure, but that isn't reflected in the mechanics. The credits rolled without even getting my first star in both food and drink, and a part of the end sequence triggered before I hired the stable boy. 

In short: I found it to be a refreshing break from all the disaster games this jam, though ultimately a little on the easy side.