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Feed The Village's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Relevance to Theme | #7 | 3.820 | 3.938 |
| Gameplay | #12 | 2.789 | 2.875 |
| Presentation | #14 | 3.214 | 3.312 |
| Design | #14 | 3.092 | 3.188 |
| Overall | #14 | 3.177 | 3.275 |
| Enjoyment | #15 | 2.971 | 3.062 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Math is not my strong suit, but I can see how this can be an interesting challenge for those who fully understand it. I was there on stream when the, uh, trench-coated pal of ours emerged from the barn. Almost forgot about it when I gave it a play lmao. It'll be cool to see this with some music and maybe a clearer tutorial, a very interesting spin on the theme.
Thank you for playing!
Pretty interesting and challenging. Would be nice to see more mechanics on how to influence and the score and maybe an ending for it.
Yeah, I might come back to this project in a couple of months to add exactly those things. Thank you so much for playing!
This was really interesting! I wasn't sold until the donkey with the coat started coming out. It made it a lot more complex as to determining what ingredients you would want to dump in. I know you didn't get a chance to finish, but if I had any suggestion, it would be massaging the item generation a bit to be able to guarantee that the player could fulfill the order *if* they're clever enough to use the power ups correctly. Obviously there's still an element of chance with the secret ingredient value, and that is something that makes it fun for the player to do some minimization around what those wild cards end up being. I thought it was a clever idea though, thanks for sharing!!
Thank you for playing! That's a very interesting take. My gut instinct is that making sure the demand is always exactly matchable is not mathematically trivial. I'm positive the players would be able to fairly easily deduce which ingredients are needed to get a perfect score. With that being said, how would you feel about having a "least possible discontent" display? I think it would be especially fun to see how it changes after rerolling an ingredient. The player could also be able to better tell how well they did in any given round. Thank you for your comment. This is fun to think about :D
yeah, i agree it would be difficult to do the balancing definitely. i think sometimes i would get hands that were just completely hopeless -- no rerolls open, and then 4 blues that had no wildcards and no hope of adding up to the value. i think maybe what would help is just doing like a sum of what the random draw is, and then adding randomly to one card enough points to make it to within the margin of error of the cauldron request maybe? so not being exact, but at least being closer than a guaranteed 4 blue into a 15 request.
by least possible discontent, do you mean like during the addition, having the game calculate what the best possible score would have been, and then normalizing the player's score (or at least telling them what the best score would be) based on that? yeah i definitely think that would be valuable! esp in the early rounds. imo it'd be nice, if you don't want to balance the ingredient draw, then to scale the player's score based on the best possible score. i'm not sure how that would work with the rerolling though -- is it that a reroll is always randomly fixed in the "seed" at the beginning of the round?
Yes, I mean showing the player the best possible score on that round. Rerolls aren't dependent on an explicit seed (maybe they should be). The best possible score would be recalculated after rerolls or even maybe after an ingredient is dropped into the cauldron. That would give the player immediate feedback as to if their action was good or not. I wasn't thinking about normalizing the score depending on the BPS though. I set out to make a luck based game, so in my mind the BPS would be more like an indicator for the players not to spend too much time calculating that round and preserve their cognitive stamina for a round where they would actually be rewarded for it.
A nice literal take on secret ingredient. I feel like I had just enough info to make informed decisions, given the margin for error I was given.
Thank you for playing!
Admittedly I didn't super understand how the math on the inputs worked but the design is very cute and I loved feeding the little piggy. The sound effects are cute!
yeah, I get that. I didn't have enough time to animate the scoring equation the way I wanted to. Thank you for playing!
Pig can cook for themself if they get so much discontent from my dishes, smh. I didn't quite understand where all the multipliers were coming from, but I guess that was the point? Cute game!
Thanks for playing! I didn't do as good a job as I could have done demonstrating the how the score gets calculated. I will be adding and modifying a few things once the voting period ends.
(Wasn't a sow a female pig?) The text sound is nice and how fast the text appears on screen. Not sure about the game loop,because I usually just picked one item to throw in the pot and hope that would be it. Having items lower discontent would be nice. Not having any music makes this feel a bit lonely, but my "friend" helping me was a fun surprise.
yeah, unfortunately I wasn't really able to work on the game this past week so I couldn't implement win or lose conditions. I didn't have enough time for the audio either. Thank you so much playing.
We also ran out of time (mostly because I couldn't wring out more pictures), so I absolutely get where you're coming from.