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Quokka Cooler's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Accessibility | #12 | 3.588 | 3.588 |
| Theme | #53 | 3.882 | 3.882 |
| Graphics | #72 | 3.412 | 3.412 |
| Overall | #76 | 3.286 | 3.286 |
| Originality | #78 | 3.471 | 3.471 |
| Controls | #80 | 3.176 | 3.176 |
| Fun | #109 | 2.824 | 2.824 |
| Audio | #117 | 2.647 | 2.647 |
Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.6
Theme Interpretation
The game centers around replacing batteries used to charge a fan, additionally, the anger bar of the quokka is "charged" in a way until the player loses.
Wildcards Used
Modularity
Parts can be combined to create new items
Best If Used By
In-game resources lose value over time
Cutie
Add something cute
Discord Username(s)
PionProjects
GWJ Participation Level
2
Team Size
1
Generative AI Disclosure
I confirm that this jam entry does not contain any AI-generated content
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Comments
Nice game! I'm afraid I also angered/set fire to the little quokka at first by not fully comprehending the instructions, but we got there in the end! I like that the batteries have different amounts of charge and different flip speeds, though the latter made them a bit hard to gauge properly at times. Also I wasn't quite sure what the battery upgrades actually did. Do they make the battery last longer? Or perhaps this is cancelled out by the game speed increasing?
Nice job though!
The battery upgrade indeed make the charge last longer, making their impact stronger is on my to-do list for the post-jam update! Thanks for the feedback!
Fun little submission! I wasn't very good at it haha, but still fun!
The VOD for the review is linked below, and will be available for 60 days:
https://www.twitch.tv/videos/2856636509?t=1h32m8s
Thanks a lot for discussing the game on stream! I watched the VOD and I will try to adress your points of criticism in a game update after the jam.
I've never seen a quokka so angry!
Super cute game and surprisingly addictive with how simple it is. Great visuals and accessibility too.
Great job!!
Thanks so much! I'm glad people are noticing my efforts for accessibility, often overlooked but very important :D
Straightforward, but fun! I like that there was some variety in the battery flip cadence, that added some thought to targeting. Same thing with letting the battery fully drain, I spent a lot of time prioritizing picking low batteries to get more points.
Got up to 2.6x speed for my best run.
Didn't know what a quokka was before this game, but now I do and I'm better for it.
I'm glad you liked it! 2.6x speed is very impressive, I only rarely got that far lol
Shockingly accurate fast food job simulation.
First the customer starts getting angry, which makes it even harder to keep them happy
then they burst into flame and banish you to the shadow realm.
i rushed into the game without reading the instructions and got baked in 30 secs, then i read the instructions and was like ahhhh now i get it. then i got baked in 40 secs in second attempt.
10/10 would fry the cute quokka again
Thanks haha! I think you get an idea of what I went through in the developing process help
I'm glad I read the description before playing, otherwise I would get confused when I get some points to update batteries and when not :) Nice graphics, flash-era-like, cool music. I liked it, played only for 5 minutes (2 tries), but had fun, nice idea :) Cool that batteries falling from the sky had different initial load on them, so I had to plan and make some choices :)
Thanks! I was a little concerned about people not understanding the upgrade mechanic, but I'm glad you got it figured out. I will make it more clear after the jam.
poor guy this is why as humans we should make better climate choices although he might be also contributing to the climate problem batteries don't grow on trees great game
Very cool game. I really like the vector art its super nostalgic for some reason
Thanks a lot! It's actually the first time I tried out vector art for a game and it makes everything look so much more clean, I will definitely practice more with it in the future
I think you managed to get all of the wildcards -- I don't think I got any of them myself.
Very on theme, and I like the visuals! I love the calming music too! Also, nice touch with the custom splash screen! And you clearly took the time to include accessibility in the game. And barring some menu/audio bugs (and every game has bugs), you have a complete game!
My one note is that neverending/arcade style games are fun, but only if the gameplay loop is really engaging and/or if there is some sort of "score". So even keeping track of an attempt's total time would be a relatively cheap thing to implement but be valuable for replay. As it is, I'm not even really sure whether I'm improving attempt to attempt, unless I use the time multiplier to sorta guess.
Every jam game I've made prior to this jam was essentially an arcade style game. I think they're hard to get right, and I think mine have always missed the "it" or the game feel to make them fun enough to keep coming back to.
I'm just a stranger on the internet and my opinion doesn't need to mean anything. But those are my thoughts.
Thanks for the thoughtful replay and the positive feedback! I was unsure about which metric to choose as a score, since there are many things you could theoretically keep track of: The upgrade level of the batteries, the time multiplier reached, the time you survived (as you suggested)... so I left it open for interpretation. I think if I had got more time I would have come up with some scoring system, but now I will definitely add one when the jam's over! I would have also liked to add a difficulty slider, since right now the difficulty is changed by altering the game speed, which would make it very unfair when comparing scores based on the time you survived, since you could literally just slow the game down
I think it might be worth adding them all to a final score.
You can treat The upgrade level as a multiplier of your final score. Then the time multiplier could have something like 1.5x its weight on the final score. The time you survived, too. And so by the time you get to the end, the final score could just be a combination of those things where each one has a separate weight it adds to the final score.
Something that I'd also suggest is adding "juice" to the game. If you lean into the scoring being more important, you could add a bunch of numbers to the screen that give the player feedback and also just gets the dopamine going. If you haven't seen it, this is a good video on the topic:
One last thing! Sometimes when I hit the batteries, I feel like I'm being cheated because I realize that the negative charge is up but I could have sworn I clicked when the positive charge was up. Even though technically I'm sure I actually clicked just as the charges were changing. But that's hard to tell, because that's probably frame synced and I can't see/react frame by frame.
I'd suggest 2 things here.
One or both of those, I think, will add immediate value and improve the game feel in a surprising way.
You're a game design genius, thanks! I didn't think of that, I will definitely implement those things into the game when the jam is over and add the finishing touches to it!