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A jam submission

Pies in the Skies [Online Co-Op!]View game page

Pizza delivery driving and cooking!
Submitted by Wesperanto, Babu, FrogRider, Trufflez45 — 1 hour, 32 minutes before the deadline
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Pies in the Skies [Online Co-Op!]'s itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#14.6964.696
Creativity#684.5224.522
Audio#14763.4353.435
Narrative#21313.0003.000
Artwork#33693.3483.348

Ranked from 23 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
One Driver and one Cook must cooperate in disparate roles to cook and deliver pizzas. The rub? The driver doesn't know when the pizza is ready to launch, and the cook can't see where the driver is headed. So, both players must COUNT DOWN their approach and cook time to successfully deliver the pizzas!! NOTE: This game requires two online players. Voice chat coordination between players is recommended!

(Optional) Please credit all assets you've used
See description for credits.

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Comments

Viewing comments 21 to 2 of 21 · Next page · Last page
Submitted(+2)

Made with GMTK Badge Maker

Submitted(+1)

🎉 Your overall rank is #545 in GMTK Game Jam 2026! Congrats!

You can check out the full rankings here:

https://docs.google.com/spreadsheets/d/11Uo-r_CZpdNbQIQ-6rUAqRA1puL9qeDmhVOb8oPP...

Even though GMTK doesn't provide an official overall score, most teams put effort into every category. We made this ranking by averaging each game's category scores so everyone can easily compare their overall performance

Submitted(+1)

lol this game was so fun

Submitted(+1)

Hey great game. I also made a multiplayer online game, but I ran into a lot of issues with usability. I was wondering if you could provide some information on how you were able to get this all set up so smoothly. I've dabbled with using relay servers before to allow for webgl hosting and stuff, but I haven't had such a clean lobby set up with codes and stuff. Was it all custom or did you use some preexisting service for the online connection?

Developer(+1)

Hey! Yeah multiplayer can be a pain, I actually did a co-op game just recently (sync or swim on my profile) so was able to learn from that which helps a ton for a jam ahah.

IDK if I'd recommend it, did it mostly for learning and might try more services later. But I wrote a simple WebRTC signalling server in go I run on my VPS to handle lobby codes and the WebRTC handoff between the clients. Then each godot client connects to those lobbies (lobby chat and the lobby names etc are relayed through the VPS). Note: there are no godot instances running on the VPS.

Once someone launches a game, it does the WebRTC handoff to setup a full p2p connection with one player being the host. To simplify, we just made it so the driver is always the host and the cook is always the client so we don't have to worry about movement input delay (host manages simulation/movements, the client just reflects what the host sees by sending all positions at a tick rate). This is all done p2p, the VPS is out of the picture at this point, except for in the rare case a full p2p tunnel can't be made with WebRTC, to which they fall back to a TURN server I host on the VPS as well which acts as a relay.

To make it run smooth I try to interpolate positions where necessary and minimize what I am actually updating in realtime across the server. The host will always run smooth since they aren't waiting for anything on the network (the client just sends RPCs for when they should trigger certain sounds, or when they have launched the pizza). Some other little tricks are things like the pizza isn't actually physically thrown through the air, it just follows a pre-calculated arc from a raycast. So the client just receives an RPC from the host to shoot the pizza along that arc, no networking required beyond the initial call.

All that to say, every game is different! I don't have a ton of experience with other services and stuff, but you have to be careful what you are simulating on client/host side (or server side with a dedicated server). Web adds another layer of complexity to gamedev which is already hard enough!!

Submitted(+1)

Thanks for the answer. I use Unity primarily which unfortunately doesn't have a native WebRTC implementation. I've written my own Relay Server Transport for Mirror in Unity which kinda functions somewhat similarly but I really want to get a WebRTC set up going. I have been dabbling myself in Godot so I appreciate the insight.

Good information about using the VPS and that it's not a dedicated server instance of the Godot game. I am pretty sure I understand everything you are saying. Thanks for all the info

Submitted

hey, how did you learn webrtc? 've been looking for tutorials but most of them are just for video sharing and not for games. im using websockets for the signalling.

Submitted

I think it depends on what you are using. Godot's own documentation has a decent amount of info about WebRTC and it's already built into Godot so if you are using that then I'd start there.

 https://docs.godotengine.org/en/stable/tutorials/networking/webrtc.html

Submitted(+1)

AMAZING CO-OP GAME!!! My friend and I had so much fun streaming this game and countdown out loud really pulled the theme to me SO MUCH!

Submitted(+2)

I actually liked this game so much I’m gonna come back and comment again. I’d love to see a PVP mode added, but not shooting the other players, whoever can deliver the pizzas to the most houses first. Also some optional additional roles if you have more than two people, such as a dough roller that gives his stuff to the pizza cooker, who fires it, or a topping-putter (maybe following an order, though I think that would take away some of the charm)

Developer(+2)

Can you beat it?

Submitted(+1)

Loved the premise and really found the split task well thought out. The audio was really on point as well. Can really see this developing further with more task variety on each player's end! Great Work!

Submitted(+1)

Played as a Overcooked superfan so these kind of co-ordination games are our thing! The concept and game itself were really unique and fun, and double props to get a working multiplayer co-op game into a game jam! I think the biggest feedback I have is a subjective one: it didn't feel intuitive to count down to co-ordinate, we mostly used words, and just saying "now!" when it was time to spam fwoofing the pizza until it was ready to launch. I think the driver had more of a countdown opportunity, because when I was the pizza maker I just spammed as fast as I could when the driver told me a house was nearby. Still, felt good to control and an interesting concept for sure! 

Submitted(+1)

I'm the player 2! I also really enjoyed it, although i also struggle slightly to see the idea with the theme except for, ofc, that you have a limited time to get a good route going and deliver as many pizzas as possible. It would be awesome to see some sort of narrative that would give a reason as to why we need to deliver these pizzas fast, as well as multiple levels making structuring a good route harder every time. 
Out of curiosity, did hitting the houses give more money than just hitting the ground in front of the house?
Either way, good game!

Developer(+1)

Thanks for the feedback! Hitting the house does give more points. The further the pizza is from the house within the fence the lower the points.

Developer

Thanks for playing! Yeah the (attempted) goal of the design was to encourage players to count down the approach and/or the cook time for them to sync up. We did see this naturally when playtesting but we did make the game a bit easier near the end after playtesting (added the speed up/slow down on the driver) so it doesn't force as precise of timing. I think an "ok... now now now!" is still kind of an abridged countdown, right? xD

I love the matching profile pics! haha

Submitted

Yeah true, that is a sort of count down haha. Also, wait what? There was a speed up button? I think we both missed that completely!

Submitted

Will you make a download file?

Developer (1 edit)

I can add one after the jam! Just take note that compatibility between browser and desktop for the co-op feature is a bit wonky. (Just do desktop to desktop or web to web).

If you're getting lag, double check hardware acceleration is enabled on the browser. Are you having issues with the browser version? 

Submitted

I'm not having issues i'm just wondering if this will always be a play in browser game

Developer(+1)

Ah, gotcha! Yeah don't have any big plans as of now to expand the game. I'll probably keep it just a webgame given the issues between connecting between the desktop and web versions.

I am interested in doing more co-op vehicle games in the future that are more desktop-focused, however!

Submitted(+2)

The most cash I made was $346.87. This might be my new favorite. I think the pizza minigame could be improved by opening the cook time to all keyboard keys instead of just WASDQE. Maybe make it a typing minigame with pizza-related words? Though if you don't have enough words it could get repetitive really quick. I'm really impressed you were able to make a multiplayer game in 96 hours. Did you just use the built-in Godot multiplayer nodes?

The setting is hilarious. Shooting pizzas into houses? Who thinks of this stuff? You, evidently XD 10/10 creativity on that one.

Great game.

Other Notes:

- I wish there were speed up/slow down sound effects for the driver. That would have improved emersion. 
- Ctrl C/V for the code would be good.
- I like that it waits for your pizza to land before ending the timer. Nice bit of polish I didn't expect from a jam game.
- My brother and I tried hitting a door to see if we'd get extra points (we didn't). I think that'd be worth $50-75 since hitting the house is $35. Would love to see that added. Maybe a window's $50 and the door is $75?

Developer

Thanks for the thorough review!! We actually didn't use the godot multiplayer nodes... Although we probably should have haha. Just manually added the nodes with overriden names so the RPCs would connect. 

Your notes are spot on! I was actually planning to add some bonus multipliers for landing on the door or in the windows but ran out of time unfortunately. 

Submitted(+1)

Really fun party game! Send this to a friend, you have to experience it together!10/10

Developer

Thanks for streaming!

Submitted(+1)

Really impressive to pull off during a jam. The not-too-subtle pizzA Delivery control prompts had me cracking up. Zero issues with the netcode, and the game itself is fun on top of it all! Nicely done.

Submitted(+3)

Good game. Me and bro got 314.

Submitted(+2)

Genius! Very unique little game. Well done. Me and bro got $314.62 as our high score.

Submitted(+2)

A surprisingly fun game. I had a blast with a friend and it's crazy you were able to make a online co-op game for a jam, much less a great game that requires the coordination of a WWII bomber to deliver pizzas.

Submitted(+2)

Had a lot of fun playing, really funny game

Submitted(+2)

Very fun game to play with friends. Will definitely play again

Submitted(+2)

This game was so fun playing with my friend. I hope you'll post it one day on steam with more game design! The voices were funny too lol

Submitted(+3)

Had a lot of fun playing this game with a friend ! Never thought we would get to play online games in a Game Jam! Great game.

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