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A jam submission

CookiemonView game page

A resource-collecting strategy game where you open juicy boosters
Submitted by blatalzar, voncapel, superbat3d (@Luciefudge) — 1 hour, 42 minutes before the deadline
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Cookiemon's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#334.2064.206
Visuals#474.5594.559
Overall#1093.7993.799
Gameplay#2273.6183.618
Theme#3003.6763.676
Innovation#3433.4123.412
Audio#4283.3243.324

Ranked from 34 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does the game fit the theme?
You take risk opening boosters and gamble your money away in different ways to get all the Cookiemon

What code and assets did you not make from scratch during the jam (if any)?
For assets: only the small sounds. We made all the art and the music.

For code we used ReactJS and several react-related libs.

How many people worked on the game?
3

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Comments

Viewing comments 28 to 21 of 28 · Next page · Last page
Submitted(+1)

Can't believe how good this game looks for a jam entry. Also the fact that this was made with ReactJS is kinda mind blowing to me. Didn't know that it was capable of doing stuff like this.

Submitted(+1)

This is incredibly impressive for a game jam entry! The sheer amount of card art, polish, and content is wild. The pack-opening feedback is super satisfying, and the upgrade tree adds a nice layer of progression. Amazing work!

Submitted(+1)

this game is screaming for a tutorial, there are so many menus and buttons to press. I spent all my money on the upgrade tree thing and then couldn't buy or sell anything to get new cards so I think I got softlocked.

honestly barely even knew there was a money system ahahaha

very overwhelming UI but after I figured it out it was cool. Love all the cards

Developer (1 edit)

Yeah that's kinda the goal :) I do find joy in figuring how stuff works and tutorial can be very "hand-holdy". We tried to make it accessible with familiar UI and progressive feature adding with the upgrade tree (so that it's not overwhelming at first).

But thank you very much for your comment, it's very interesting. Maybe we should introduce the money progressively too !

Submitted(+1)

hey man thats a pretty cool make sure to rate ours 

Submitted(+1)

Incredibly well done! Very impressed at all the card arts and the skill tree.

Submitted (1 edit) (+1)

Holy polish! I got all but card #79 T-T with over 100k and a collection worth of around 70k, I must say, this has a lot of potential as a mobile game with ads and transactions. 

some of my observations:

  • the pack opening takes forever and lags (maybe a browser issue)
  • streaming scaled with followers and becomes your only reliable source of income
  • grading consistently got 8-10 never lower
  • I got stuck just opening packs infinitely (gameloop-wise)
  • minimal visual difference between card rarities (both on the card and when opening)

some bugs I found:

  • pack opens twice if streaming ends when you're opening
  • sometimes you can sell a card multiple times more than its specified duplicates if it has more than x3 duplicates.
  • the game didn't give me card #79 :((((((
  • many issues with the "scam" screen 
    • some cards disappear when dragging.
    • can't drag into slots

I stuck an hr into this so it shows how good it is (love all the cute art and names), although I wish it had a little more in line with the risk aspect. truly well done!

Developer

Thank you so much! Yeah a lot of risk is tied in to the scam feature (losing your reputation which is tied to progress, losing the mythic you tried to duplicate...) but it ended up be underpowered (especially compared to streaming yeah) and apparently a bit bugged.

Yeah  the pack opening twice after streaming is bad ^^'I must fix that pronto after the jam.

I'm glad you enjoyed playing our game :D

Submitted

If you ever need an illustrator to draw some cookie cards for you, hmu <3

Submitted

hey bro i saw ur observation u are amazing with that if u have time review our game so we can improve my game thank u

Submitted(+1)

Holy cannoli!  I just opened a foil Tea Time!  I'm more of a Bisquick: The Battering guy myself, but I'll be darned if this doesn't thrill my gills.  This pack-opening sim is seriously satisfying.  I tried to smell my screen for that fresh cardboard aroma, but the pack-whiffing feature must still be in development.

Ok, so I played for like 15 more minutes and ended up with not one, but TWO grade 10 Theclicker's.  Tea Time isn't even playable anymore.  Just goes to show you how out-of-control the power creep is in Cookiemon.

I had so much fun with this one!  The only thing that might smooth out the pacing a bit would be an option to just outright buy cards near the end.  I can be a little grueling going for that last mythic otherwise.

Great work!

Developer

Ahahah thank you so much for your awesome and tasty comment!

You are absolutely right about the endgame, I also spent wayyyy too long finding my last mythic! I wanted to add a feature to increase the chance of finding a new (not owned) card each time you open a "failed" booster, but I wouldnt have enough time to test it and was scared to mess up the droprate ^^

And yeah the power creep is intense. At first I tried to balance it but it prouved challenging and in the end I just optimised for the fun ^^ it's nice to break the game sometines, and we still stay to collect all the cards!

Submitted(+1)

This feels like a full game already, kudos for finishing all arts for the cards, I have so much fun, the cards & holographic effect look cool. Waiting time for stuffs still feels unnecessary for me, but most simulators have them. Anyway, awesome work!

Developer (1 edit) (+1)

Thank you very much! Yeah I thought it would be interesting to use time as a currency, but still try to give you as much to do as possible during the downtime. But yeah it's probably not the way to go. Interesting exercice for game design :)

Viewing comments 28 to 21 of 28 · Next page · Last page