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A jam submission

VendinmulatorView game page

As a tiny creature, serve customers from inside a vending machine.
Submitted by MadBeardThe — 6 minutes, 34 seconds before the deadline
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Vendinmulator's itch.io page

Results

CriteriaRankScore*Raw Score
Theme Implementation#34.2504.250
Gameplay#53.7503.750
Visuals#84.0834.083
Overall#83.4863.486
Polish#93.5833.583
Special Object Implementation#103.9173.917
Audio#631.3331.333

Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How did you implement the Theme?
The player manages a vending machine from the inside.

How did you add the Special Object?
The coins are an important part of the core game loop, the player needs to handle payments and give change.

What tools and 3rd party assets did you use?
Unity, Blender, Inkscape

How did you use generative AI?
Only used Claude to help with the code.

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Comments

Submitted(+1)

I got it!!!! :DDDD

This is honestly such a good concept for a game, always thought vending machine mechanisms were cool (like the different ones in Japan and such) and I really think an idea like this could pop off hard on Steam. If this were expanded in some way where the design of the machine had a glass wall of the outside world I think it would strengthen+solidify the concept a lot more (just throwing ideas cuz I like the game idea that much, not really a critique). For actual constructive criticism though, I do think some way of easing the player into the game would help out a ton, like introducing under/overpayment only after the player has done a few orders and such. Another thing is that the coin system is a bit tedious when you take an order that involves a lot of them, such as recieving a dollar coin and trying to make change for a 15 cent item purchase. Regardless, I liked the game a ton and would totally wishlist the game if it were on Steam. Great Job!

Developer(+1)

Oh, that's awesome, you got through the awful learning curve and to the dollar coin. Means a lot to me. You must already found out there's no win screen and you decide when you win. Sorry about all these things, I really just pushed hard to get it finished. 

The original plan had glass windows for outside views (at least the sky and some pavement, to further outline the smallness of the world). A bigger idea plan (immediately cut out of scope) also had glass windows where customer's faces can be seen. Along with gestures and voice lines for them. It really can be expanded nicely. 

About the tedious orders, I'm not aware of the generator sometimes creating awful orders like 0.15 and paying one dollar. I think this is the forced win condition (easiest to setup in the short time frame) - forced the dollar to fall in the next order after the third day's half, if I remember well. 

And yes, there is no tutorial as I cut a lot during the last day. I actually feel a bit bad for not polishing this experience, but I'll forgive myself, for my first game jam. 

I appreciate you taking the time to play. I have not decided what this projects future will be. It being small and fun (or will be, when polished), multi-player keeps popping up inside my head. I'm actually looking into networking, so this project might be the one that gets the first implementation of online co-op. 

Submitted(+1)

OOohh multiplayer in this would be sickk. Don't worry too hard about stuff that was missed out on btw, I could see a lot was done in the game given the time frame (the cool lever functionality, working order win/fail cases, covered edge cases with trying to turn a 5 coin into smaller change, non clunky item grabbing functions, etc.) so don't sell yourself short :). Especially for a first game jam this is a great submission, whether it be on this project or a new one, keep on developing!

Submitted(+1)

This one was so cool! I love the idea of a little fella running vending machines from behind the scene. The movement felt really nice, I loved all the little knobs and buttons used to control the machine (especially the start/end day switch). 

Well done for making this, you should be proud!

Developer

Thank you for playing!

I am really proud. I would not be if this would sit in the projects folder now, even in this incomplete state. 

Of course, after playing your game, I might wanna hire Access (if I remember well) to do some angry voice lines when I get to the audio part (and if)! 

Submitted(+1)

Amazing. The game is frustrating micro management, exactly as intended. Graphics and implementation really shine.

I had some issues with the pointer escaping which were quickly resolved by concentrating on one task, the game.

I wanted to start again after running out of time reading the instructions and finding I had a monumental pile of coins covering two orders which I could not, now, distinguish.

Truly a valiant, original, and pretty fun take on micro management.

No sound, no menu to quickly start again, but I probably need a whole play through getting everything wrong to learn from.

The writing is too small. I could not see if the price was 60c or 80c. So I moved to give him it all back, and it all fell into the dispenser slot. Getting stuff into that slot was like asking a dog/2-year-old to pour their own cereal. It looks easy, but isn't. My boss throwing money at me added to the realistic pressure feeling.

Pretty well tuned, orders take about the allotted time. I gave up when I saw double orders coming in. It is unforgiving in that I had the mess of all previous orders in the way.

Developer(+1)

Thanks for trying it! Yes, I'm aware of most of it's issues. It actually works better than I expected. There is no balancing (no easier customers first, number of items is weighted random 1-3 - so you could have gotten 3 in the first try) - it's all random. It really was rushed to the last second. 

The pointer issue is the most common one - I still want to blame the web build. The text size, depends on which one you're talking about. The one in the Task List was supposed to be removed  - I let it in so players can at least have some feedback on what they're doing. The other texts looked ok, but I always tested fullscreen.

I was always afraid of coins in the dispenser slot scenarios. I added the push/throw so players don't walk 100 times with a single coin, but I haven't tested how would it work if players are throwing up. Luckily, at least players can't fall through (like they could, a couple minutes before the jam deadline).

About the pressure, yes, clients have no forgiveness system, they jump in one after another. The loop works, but I'm really sorry I had no time to properly polish it. The audio system will go in first thing in a new project on the next jam.

Thanks for all the feedback!

Submitted(+1)

Some camera glitches, and some audio would be nice. But overall a really cool game!

Developer(+1)

Hey, thanks for taking the time to play. I am well aware of the camera glitch, I think it's an issue for the web build. About the sound, that and a lot other things were cut to make it to the finish line. I am well aware of it being empty and unpolished, but I really wanted to not give up, being my first jam.

Submitted(+1)

I wanted to cut sound, but no sound at all made me doubt everything was working. If I wanted, in my game, I at least had some free music playing so I knew the audio bus would accept any SFX I could find or tempt a composer to work on. Not proud of my sound effects, but it is such a quick fix if you have (having chosen some) an hour (maybe less [*flex*]) spare at the end.

Submitted(+1)

It’s really good! Everything is great except for the camera glitches. I hope audio gets added in the future. I’m looking forward to the games you’ll make next.

Developer

Thanks for playing. Audio was planned, but unfortunately, audio, along with menus and VFX had to be cut as something ruined my plans. I know about the camera also, but I think that's an issue with the web build. I haven't looked into it tho, and I might be wrong. I'm still deciding if I'll pursue this project further.

Submitted(+1)

i like it , the jump is so nice 

Developer(+1)

Thanks for playing, we all love a responsive jump!

Submitted(+1)

That was pretty addicting to play if you do develop further upon it I would say the controls in particular the camera sometimes just snaps weirdly and just some music would do but other than that I enjoyed playing this.

Developer

Thank you. Being my first jam, I cut scope hard and I didn't got to the audio (it's awful without it, the customers were supposed to hit the machine, and do grumpy voice lines). The camera issue, I know about it, it's only in the web build, I think. A problem cut my last days work to one hour (from 10 planned), so the player controls, dragging system, audio and the menus were out, and I didn't even had a chance to balance it. 

Submitted(+1)

I like this one. I'd love to see a more developed version with more areas to explore, more quality of life/mechanics and controls being less touchy.

Developer(+1)

Thank your for your feedback. Yes, the game was supposed to be bigger (I cut the playable area in half - initially it was supposed to also have a "build a coffee" slot and 9 total items wich were supposed to have different behaviours - the only special behavior added is the lollipop wich can only be grabbed by the stick). Being my first game jam, I forced myself to cut a lot of things along the way.