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A jam submission

Monastic Marshmallow Roasters - Juniper Dev Very Serious Game JamView game page

Game Boy ROM for Juniper Dev Very Serious Jam 2026 - Spin to roast your marshmallows to spiritual perfection!
Submitted by npumps games (@npumpsgames) — 1 hour, 4 minutes before the deadline
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Monastic Marshmallow Roasters - Juniper Dev Very Serious Game Jam's itch.io page

Results

CriteriaRankScore*Raw Score
Visuals#3874.0484.048
Creativity & Theme#4523.9523.952
Seriousness#4863.8103.810
Overall#8533.4573.457
Audio#13712.9052.905
Enjoyment#20262.5712.571

Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Game Engine

Other/Custom

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Comments

Submitted

I really like the atmosphere of this game, but the controls a bit confusing. Nonetheless I really like this entry!

Submitted

I really like the aesthetics, I really wanted to get it but I just didn't get how to cook my marshmallow :'C everything was really cool though  ! It's a very unique idea and style. 

Submitted

I really like the vibe, especially for un GBC game !

The idea of a monastic Marshmallow roaster is fantastic

The only issue is that I don't see any incentive to move the marshmallow in rythm, You could just wait on the different faces

Great work on the game 

Submitted

i really like the artstyle, audio as well as design. but i dont quite understand the gameplay

Submitted

My mouth was watering. I wanted to eat that sacred marshmallow. What a great idea!

Submitted

Artstyle is cool, and i like the theme usage! Very creative in that regard, i have now reached marshmallow roasting enlightenment :O

Biggest criticism is the introduction of the game mechanic though, was quite confusing :P would've liked at least a little demo lvl if possible? Once i understood it though the game was enjoyable! 

Submitted

not really feeling it, don't know why. It's a great idea for a game, but it just didn't do it for me. 5/10

Submitted

Took me a little while to understand the mechanics, but I did enjoy it once it became clear. Love the art style, and very creative spin on the theme! Nice work.

Submitted

Glows: Love the art, love the idea! Combining monastic chants with marshmallow resting is top tier creativity! I would have never imagined both in a sentence together.

Grows: I was a bit confused on what to actually do, I couldn't tell if the marshmallow itself was being roasted or burnt... I think I needed a visual cue to represent when it had burnt.

Developer(+1)

real, love the feedback

Submitted

The graphics are very clean and the Game Boy aesthetic and compatibility is admirable. The chants being words did through me off at first, as I thought certain words required a certain input to be a blessed roast (spinning left, spinning right, or not spinning). I feel the chants being denoted as circles instead may be more intuitive, in which an empty circle would indicate a regular chant and a filled circle would indicate an IGNIS.  Overall, I was a bit confused at first why I was getting cursed turns, but once I understood it, I enjoyed the simplicity of the game :)

Developer

circles aint a bad idea at all, love the feedback, thank you so much

Submitted

I love the theme and the art style!  The drawings are great, and I got a real kick out of the Sanctus Sanctus Mallow chant :)

On the gameplay front, a few things that I think would be nice:

  1. I think some music in time with the chant would really add a lot.
  2. Along those same lines, some sound cues would help for when golden enlightenment / perfect mallow toasting has been achieved.  Just a happy little bleep indicating that you've hit the right level and should toast any more, since I think it's hard to tell just from the changing sprite alone.
  3. Maybe this is a skill issue, but it felt like maybe there's more leeway after the note plays in the chant, than before it.  I would consider making that a symmetric window around the note if it isn't already, and maybe make it a little tighter.
  4. On the first menu, I think the down arrow key isn't working?  The only way to move between the menu entries seems to be the up arrow.

My biggest piece of feedback, though, is that right now I don't think the 30 misses is too much of a concern because there isn't much motivation to keep spinning.  The optimal strategy right now seems to be to wait in place until this angle is perfectly toasted, then spin exactly once, and repeat four times.  So some kind of pressure not to sit still would be nice, too.  In keeping with the theme, I was imagining some kind of unseen, looming dark entity and a growing pulse channel drone / screen shake as it gets nearer the more you sit still, and too much sitting still as another loss condition.

All-in-all, though, a really fun addition to the jam.  Kudos!

Developer

I agree with all of this, definitely things I wish I had more time to finish balancing family stuff. You voiced it really well, love the feedback

Submitted

i find the controls are a bit weird but very good art style!

Developer

Thanks for the feedback. I’ll tweak it a bit