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Cheese Souls 3: You Cheddar Believe It - Definitive Edition's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| This game was intuitive and self-explanatory | #16 | 4.273 | 4.273 |
| I appreciate the art/visual style | #27 | 3.682 | 3.682 |
| Overall | #34 | 3.146 | 3.146 |
| I appreciate the mood/atmosphere | #35 | 3.432 | 3.432 |
| I appreciate the sound design and/or music | #36 | 3.227 | 3.227 |
| I would buy a longer/commercial version of this game | #37 | 2.227 | 2.227 |
| I find this game's challenge/puzzles interesting or compelling | #43 | 2.545 | 2.545 |
| I appreciate the game-feel (responsiveness of interactions) | #54 | 2.636 | 2.636 |
Ranked from 44 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Jam Entry Confirmation
Collab Jam 26'
The Team
Team: Alexandria Baxter, Aric Akbani, and Mike Williams (AKA Rebellion Studios)
Other Credits
Music and sound: GDC Relief Jam - 3xBlast Music & SFX by 3xBlast
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Comments
Personally not crazy of being chased especially with over responsive controls. But bias aside it looks and feels pretty cool. Cool quirky music just way to loud.
Thanks for the feedback, and thanks for playing!
Love the expressive art! Especially on all the characters and the ghost! It really adds to the silly vibe you've got going on, the starting animations also adds to this!
I found the platforming a little difficult, maybe due to the sensitivity of the jump and small platforms but also maybe due to the controls. Having jump on W felt a bit awkward for me at least.
Glad you enjoyed our art and the vibe we were going for! Thanks for the feedback, and thanks for playing!
Very goofy art style which makes it really fun to get into and funny animations. I think that the player controller felt a little stiff and I agree with other commenters that some coyote time and more forgiving platforms would've been nice.
Not a major point since its a silly game but the chef went into the cheese but also an angry ghost?
Overall pretty fun though! Only took me a few attempts to beat and won first time I made it past the snaking bit (although I would be lying if I said had I died, I probably wouldn't have given it another go due to the aforementioned issues)
Main highlight for me was the art style
Glad you enjoyed it and were able to beat it! Thanks for the feedback, and thanks for playing!
Pretty funny and cool, nice one. The jump was a little too responsive and made it hard to precisely land on platforms.
Glad you liked it! Thanks for the feedback, and thanks for playing!
Funny concept! The ending got a good laugh out of me hahaha. I did find the plate platforms felt deceptively small, and that combined with a lack of coyote time made jumping off of them pretty tough. Conversely the soup puddle hitboxes seemed deceptively large to me, and I kept hitting them when I felt like I shouldn't have (maybe the hitbox extends up off the floor a bit too far?). It also seemed like a lot of the platforms were placed at pretty exact heights, meaning if I wasn't at the top of the platform precisely at the apex of my jump, I would just barely not make it on, which could be a little frustrating at times. However I loved the speed of the game, I thought the run speed was just fast enough and I really enjoyed zooming around, though once I started to get it down I wished the chef ghost was a little faster to keep up with me. It seemed like he was only really a threat if I missed a jump an had to go back and retry, but most missed jumps just meant death. This kind of reminded me of Pizza Tower. Great job :)
Glad you enjoyed it, and thanks for the feedback! We definitely could have made a few adjustments to those to make it a bit easier and more forgiving. Agreed on the chef as well. He was pretty much just incentive to keep moving. If we build on this further, we can make him more active in the gameplay. Thanks for playing!
Loved the art, the music is also cool but the audio levels are too loud.
Didn’t get the hang of it until I realized that both arrow keys and WASD are supported, so I played with left/right and W to jump. Would probably be good to support jumping with Space too.
I did make it through the S-shaped section two times, but then those punishing cheese splotches made me rage quit :)
This could be really fun with some checkpoints and tighter controls.
Glad you liked it! Oh, we didn't realize the audio levels were too loud. We'll check on that, thanks.
Props to you for making it through the S-shaped section! I did not make it easy :-) Thanks for playing!
Nice job. I’m a fan of the cutscene art. I feel like the chef was underutilized, I never ran into trouble with him myself after the first few seconds. Maybe it’s worth some rubber-banding to keep him at a closer distance, as long as his distance to you is always readable.
Glad you enjoyed it! Agreed on the chef. Good note on the rubber-banding. We'll keep that in mind if we build on this further.
I really love the art style and the MS paint pixel drawings you made!
This part was the toughest, coyote time would be appreciated
Thanks! Glad you enjoyed it. Noted on the coyote time. That's definitely something we will add if we iterate on this further. I enjoy MS paint, but actually we made the pixel art in Aseprite. I definitely recommend that program if you're interested in pixel art, as it just provides the tools you need to focus on that. Thanks for the feedback, and thanks for playing!
Was quite hard, but kinda because of the controls. I wish space was jump instead of W. I think coyote time could have been nice. But the challenge was enticing. I think for a first level it was too hard. But for later levels would have been good. I liked the music and the theme overall.
Thanks for the feedback! I'm glad you found the challenge enticing, even though it was quite difficult. I definitely agree if we were to expand this into a larger game, we would design the levels to onboard the player over time, so when they got to this level, they would be ready to take on the challenge. Since we could only make one level in the time we had, I decided to go for the difficult path since that is more fun to me than a tutorial level. Thanks for playing!
Superfun
Glad you liked it. Thanks for playing!
Nice little platformer, loved the art and sound. The lack of checkpoint was both frustrating & rewarding when I got to the end. The S-curve type section was particularly frustrating, cause I felt like if I didn't get to the start of it soon enough, I would be doomed to fail. Really goofy and challenging, thanks!
Here's a playest, with chapter markers to jump to your game
Thanks for playing and recording yourself! Glad you enjoyed it. We all enjoyed watching your reactions and commentary as well. You've made our day!
Appreciate the feedback. I hadn't thought about the stack of plates being read as a ladder, but I can see that now. I might consider doing that in an updated version. That could allow you to get to other areas, such as the one you tried to jump to after the S-curve section.
this is super fun i love the music and art also loved the cutscene nice work :)
Thanks so much! Glad you enjoyed it.
Very funny bite-sized game with fitting art and music. At first I didn't realize the chef's ghost was chasing me, because he started off-screen, but it is a nice touch. Not entirely sure about the lore though, didn't the chef's soul fly into the sandwich? Or did his death somehow just make the sandwich sentient? This plot is thicker than fondue.
Haha, I see what you did there. Thanks for playing, and glad you enjoyed it! Good point about the lore. Who knows... sometimes a plot can just be plain cheesy.
The game needs some coyote time https://www.gdquest.com/library/glossary/coyote_time/ . Maybe some checkpoints as well if you want people to finish it in a game jam.
I'd ignore the other comment about the art, I think it looked good to me.
Thanks for the feedback leo.mars, and thanks for playing and rating!
I really liked the pixel art, the toast man, stacks of plates, overflowing pots and lakes of tomato soup (?) were all very well done.
The gameplay was a bit tough, the jumps felt very precise and I would have loved a checkpoint system so you didn't have to redo the entire level when you mess up. On top of that, the ghost man chasing you was a nice touch but it felt like it didn't provide a tactical challenge outside of him catching up to you out of nowhere.
Thanks! Glad you enjoyed the art :-)
The game is definitely difficult and precise for sure. You have a valid point about the chef. He was more of an incentive to keep moving, but we could have made him more interactive in the game for sure.
Thanks for the feedback, and thanks for playing and rating!
Ending scene was worth the pain
Thanks! You have made our day :-)
I liked the music, and I gave you 5/5 for being self explanatory. Unfortunately, that's where the positives end for me.
This Game feels like it wasn't play tested.
No controller support for a platformer is certainly a decision.
The pixel art could use work. particularly in the intro, it reminds me of the early Stardew Valley portraits.
Ending an already frustrating level with precise jumps under a low ceiling while being chased, has got to be the worst design decision I've seen in this Jam so far.
Hey Deebo, I'm one of the developers of this game.
You're feedback is valid. This was our first first game jam using tools like Aseprite and Godot; we gained alot of experience from building this game.
We did as much playtesting as could be available for the two weeks (not withstanding we have day jobs and families to take care of) but we could have done better. It's a frustrating game with fun goofy art but it was intended to be at least beatable.
Thanks for the feedback and we'll take it to make a better experience next time.
You know, looking back, I was wrong to only point out the positives with the music. In retrospect the art was cute
it's clear that the artist is talented, and is probably just new to the medium of pixel art in particular.
The grilled cheese was adorable, and all the platforms read properly as platforms.
all that being said, I think I'm going to have to improve my rating of the art style.
If I had to give some advice to the artist, it would be to lower the resolution. high res pixel art requires intense amount of precise shading in order to not look bad. You were fighting an uphill battle with that resolution, not gonna lie.
Thanks for the constructive criticism DeeboAvocado!
You are right that this didn't have much playtesting outside of those of us that worked on the game and a handful of friends. For a game that I was building for production, I would definitely do that more.
I designed the level layout you called the "worst design decision" in this jam. I do genuinely appreciate the honesty.
I have little experience designing levels for platformers, so this was my first real stab at it. I think there are some things that work, but I agree the flow does get a bit congested and could definitely be improved. With that said, I designed it to be frustrating to the point of making you want to rage quit (especially the area you called out). I wanted to build the tension between the chef catching you and navigating through that claustrophobic corridor, while trying to precisely jump over the boiling soup spills. If at the end of the day it left you frustrated, but you still succeeded (although it doesn't sound like you did), then that was my goal. I assure you, it is beatable.
If given more time, I would teach the player through the level design over the course of a few levels, so by the time you reached this level you would be equipped to survive it. It is definitely difficult, and perhaps the unevenness of the level design contributes to that.
Thanks for playing and rating!
Looking back at my review perhaps I was a bit heavy handed with the phrasing regarding that design element in particular.
I did not succeed, I am aware that it is likely beatable, but since failing at the end brought all the way back to the beginning, after a few tries, I had to make the decision of whether it was worth redoing the beginning of the level over and over again just to practice the end to get good enough to beat it. admittedly, the lack of controller support played a part in me making the decision to just cut my losses. If your goal was to make it frustrating enough to make a player rage quit then, you achieved your goal. I don't completely understand why that was your goal. but props on achieving it lol.
Maybe the game is just a genre that isn't for me. And if that's the case, then forget what I said about it being the worst design element, it seems that you were very aware of what you were doing and succeeded in what you set out to do.
Lovely little guy! I loved the music, was definitely a vibe while escaping my doom. Controls were a bit unforgiving; would have loved some coyote time on the jumps, as I usually just ran right off the edge.
Hey Skrinkus, thank you for the feedback!
We totally forgot about Coyote Time and you are right, we need to put that in for the next platformer we do.
Appreciate you playing our game and rating it!
Thanks very much for the feedback Skrinkus!
Agreed that the controls could be a bit tighter for sure. Coyote time would have definitely helped with that! We'll have to do that in the next one.
Thanks for playing and rating our game!