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Bread is not a weapon's itch.io pageJudge feedback
Judge feedback is anonymous.
- The game plays quite well in the browser. The GDD is very detailed and a great base for the requirements of the game. The poison bait didn't do much for me, it would be great if the slime would be killed or significantly weakend at that point. Also why does it have to be slime and not jello? This way you could run a fun little breakfast theme. The jumping felt really good in the game and having some movement animation within the bread will make it even better feeling. So for optimizing games you might be best suited to get involved into a conversation on the official PirateSoftware Discord. There is an entire section for game developers to talk to, people are very helpful there. Generally said when it comes to optimization of code. Don't have redundand code. Use sub functions to do the same things. Limit the use of global variables. Make sure to release memory correctly to avoid memory leaks. Using a lot of arrays in loops can be killers for performance.
Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1RKGhk9Ix-PXZde40XGf8cxifY9idEVrERp6aZvO5Lww/edit?usp=sharing
Have you checked that your GDD is publicly accessible ?
Yes
Is your game set to public on itch.io so we can see it?
Yes
Summarise your game!
A short and simple platformer, W to jump, AD to move left and right. The goal is to collect ingredients to "bake" the bread with new upgrades.
Please explain how your game fits the theme:
The player decides how the bread becomes a weapon.
Is there anything you'd like the judges to pay particular attention to?
As this is my first game jam, I was very limited on time so certain things like art and music were left aside, as well as certain additions like new enemies and new upgrades. But my main issue so far is optimization. With the short amount of time, I had a number of extra variables and functions that serve little purpose. Is there any tips on optimizing games in such a short time, especially 2D games to make it run smoother? Preferably if they are general optimizations that any game engine could use, or in Godot 4 as that is my current game engine.
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Comments
Hey Bread, remember when I said I was gonna review your game back? It only took me 307 years, but I never forgot!
I really enjoy the bread theming of the game, from the game's title to its main character. You can really feel that the bread aspect is an ingredient that is really important for the dough this game is made of.
There's some ideas here that are really interesting. I didn't expect that the ingredients I'd take with me to sleep would actually be power up options that I'd have to decide between. It was an interesting twist. I also like looking at the ingredients as if they're plushies I'm collecting before going to sleep.
I also like that the power ups we collect are all ingredients (I love poison).
The level design was quite intricate and at times took the movement of the character in mind to create a couple of jumps that weren't so simple. I like that!
I do feel like the background soundtrack was a little on the short side like a very small hawaiian roll, so it felt a bit repetitive after some time.
I really like the animations that were baked into this game! The bread's jumping animation was very nice to look at and made jumping feel much more satisfying. That's how you know this game was made with top of the line baking powder! I also like how when I chose the poison power up and left my bait around, the breadcrumbs were just really small breads. It was like they were my breadchildren. I love poison.
There isn't much that I can point out that wouldn't be explained by the time constraints due to the jam, and there's a lot of things you're aware of from the other comments. If I were to give any suggestions, it'd be to consider spreading whatever power up you choose on top of the bread, like a seasoning.
Other than that, it'd be interesting to see what the next bread will be like when it's fresh out of the oven. Expertly baked!
Hey this was really fun! 😃
Few thoughts below.
All in all a great jam entry and a pleasure to play 🙂 nice work!
Thank you for trying the game out!
Since you listed them by numbers, I’ll answer them accordingly.
1.1. I do plan on adding perspective to the walls, as I wanted the left edge of the loaf to actually be hidden behind terrain, considering it’s not the “face”.
1.2. Coyote time and buffer jumping which helps with that and more to make jumping smoother are already done, and will be added to the next update!
1.3. I will be trying to add the animation to falling, as it already works decently if you jump off a cliff, just need to change up some stuff regarding this.
1.4. Will need to see how this works with 1.3’s animation when falling to see if I can add it in, but it is a good idea!
Agreed, I will be adding more accessibility, and controls will be able to be changed to whatever the player wants. Not sure if I can fit this in the next update, but I will try!
Regarding this, the AI will be improved significantly to add to this. As the game already has a timer, my plan is to have the AI be more deadly and smarter instead of how dumb they are now. This should add pressure to the player and make baits and future upgrades more useful as well.
Currently a background is being worked on for this, and I plan to add it to see how it fits with the game, as for biomes, I am currently in the process of changing up the maps, so I would need to see if they are even large enough for this.
That is a great idea! Though I need to put some thought into what to implement for it and where, so it won’t be in the next update sadly.
Thanks for the extensive feedback! I do hope you’ll be able to check out the next update and see if the game feels better!
Cute little bread platformer! The bread animation was solid. I like the landing animation, it's subtle but it adds a lot to the game feel. The slime animations looked really smooth as well.
A few points of feedback:
There's a concept called "coyote time' that allows you to input a jump a few frames after you run off of a platform. I think the game feel could be greatly improved by implementing something like this.
I think some of the additional controls are unnecessary and you could probably get away with A D and W being the only buttons. For instance, I don't think it adds anything to have to hit a button to interact with the ingredients or activate the bed at the end. I think it would be fine to interact with these entities by simply moving over them. Choosing your upgrade at the end of the first level probably doesn't need to require any extra input either.
I wasn't sure how to use the bread bait. I think maybe it doesn't last long enough or something. I think having it as a limited resource disincentives experimenting with the mechanic, so I never really was able to figure it out. I think maybe removing the limited resource restriction could be a good idea.
There was a moment when I was running towards the final bed (toaster?) where there were no other entities on the screen as a reference to know if I was actually moving or not and I thought the game might have frozen on me.
Overall, nice job! Grats on completing the jam!
Thank you for trying the game out!
I’m glad you liked the landing animation, I plan to add more similar animations to add more to the feel of the game.
I will be adding coyote time as well as a jump buffer in the next update, so it should feel better to jump in the game.
Regarding the controls being unnecessary, I agree with the interact for the ingredients. But I might change the bed activation to a different mechanic instead, as I want to players to have an option to search for more ingredients. The choice of upgrade will be kept for multiple upgrades, but it makes sense that there shouldn’t be a choice if it’s just a singular upgrade, so I will change that to sort of an infographic instead.
The bread bait doesn’t have a tutorial nor any visual/audio feedback when it is in use currently, so it is definitely confusing on how to use it. I will be experimenting different features for this, but I don’t know if removing the limit is a good idea, as Poisoning the enemies would always be better than Slowing them in every scenario if that were the case.
There is a foreground that is fading so the screen gets brighter as you progress in the level. But it is very subtle so most times you barely notice if the game is even moving. I’m looking for ways to add a reference to reflect the player’s movement, like a background, or lighting. If you have any suggestions, feel free to share them!
Thank you for the feedback! All the best to your game!
Animations and art are super cute I'd love to see this as a full game because where you have the design now I can see the potential. You can do some really cute or wacky cute stuff. Levels that I were able to do were well designed and I love that you nap in a little toaster. I chose an upgrade for poison but upon pressing F near the enemies nothing really dropped from me anywhere. Otherwise great job on this game jam game and I can't wait to see what you'll do next!
Thank you for trying the game! I will be updating the game to add more content, so hopefully it’ll be more fun.
Most of the stuff in the game currently is pretty rushed, so it’s quite low quality from a personal POV. I’ll also be fixing a lot of the bugs, so I’ll look into the bug you mentioned. By any chance, did you see how much bait you had remaining at the top left when you were pressing F?
Thank you for your feedback! I hope the next update will be something that you like!
I played it again today and I did notice the count in the top left while I pressed F for honey but not for posion. I played a couple more times just now to see the difference and yeah it appears for the honey upgrade and not the poison.
Thanks for trying! I’ll look into the issue
Neat game! I liked the concept of upgrading the sandwich with the ingredients you find. The platforming and level design was very well done, allowing for some good tight timings and interesting decisions even with the limited number of mechanics. The enemy AI definitely felt a little frustrating at times, causing me to have to wait for an enemy to move far enough away so that I would just pull their aggro immediately. Overall the game could use a bit more clarity, definitely slept in the toaster once without any upgrades and got softlocked. Curious to see where this game goes with more expansion. Can we one day make a full sandwich?
Perhaps a full sandwich might be added. Thank you for trying the game!
The enemy AI is definitely not the best, as I left it in a very simple state due to a lack of time. I have done some changes to hopefully make the game clearer. Didn’t think it was able to sleep without any upgrades, I will need to check the code again to see what went wrong.
I hope you stay around for the next update!