In love with the Lovecraft theme and the unique mechanic! Everyone was literally making cooking mechanic and you came up with something different. This is probably the most unique submission I've played so far. Congrats!
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Tentacle Taste: A Recipe Typed in Madness's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Presentation | #3 | 4.370 | 4.370 |
| Use of the Limitation | #7 | 3.889 | 3.889 |
| Overall | #7 | 3.870 | 3.870 |
| Enjoyment | #10 | 3.667 | 3.667 |
| Concept | #29 | 3.556 | 3.556 |
Ranked from 27 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
RaccoonBender, empty.soap, good_morning_morgan
Software used
Godot
Use of the limitation
If you won't be fast enough, an ancient horror will consume you
Cookies eaten
Way too many
Comments
Love the lovecraft thematic, I thought that at the last level the "cthulhu r'lyeh ph'nglui mglw'nafh wgah'nagl fhtagn" would come out xd.
Excellent art!
Type, fast! Before the chuthulu tentacle arrives! Damn, I've never had to type so fast for my life. The art style is god tier, the music was really good too, it was easy to understand, and it even had a story, very, very impressive. I'm used to typing fast, so I could finish it on my first try, but it was still quite fast. Though more than type recipes, it felt like reciting some sort of cult bible lol.
The time limit being madness consuming you is a super cool spin on it, love the art also <3
Excellent graphics, sounds, gameplay and vibes all around. Great choice of texts with both common english and more unusual and difficult words. Awesome revisit of this type of gameplay! Best of luck team.
The style was SO GOOD. Love this theme as a concept and using a typing game was the perfect match for the stress intended. Really helped sell the limitation use. I really liked that the text was also thematic and not just random typing text. The difficulty also scaled well.
Great typing game !! Feels really oppressive :OO What tool did you use for art ?
thanks a lot!
Yeah, we tried to make it feel very oppressive. Levels 1-2 are super easy, 3-4 are ok, 5 is very hard.
We also introduced a dynamic difficulty system: the madness bar is basically just a timer (mistakes also steal a few seconds), but it will slightly speed up or slow down to make the level harder/easier, depending on the player's speed. The intention is to make levels manageable for all skill levels, while also being perceived hard.
Art was a combination of a bunch of assets with our minor tweaks (to match the color palette and style) and a few AI-generated assets when our skills weren't enough.



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