Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+2)

Strong implementation of the theme story-wise and also mechanically... ( I did not trust the game pressing 300 keys).

One little hint considering the control schemes, this is probably niche, but I'd advise against using the Z-Key when no input-remapping is allowed and you only got few input actions you need. Reason: There are  qwertz and qwerty keyboard layouts are pretty common, and for one group your input description is wrong. It's simple enough to find out, if you know, but you can easily dodge that hiccup.

Overall nice job.

(4 edits)

Dev here(I did the art and was largely responsible for the gameplay ideas and story)

Really glad u liked it! Idk if im allowed to say this but this version of the game is 20% if not less of the version we envisioned. We had to cut/rush many things. It is because of this that i think the game doesnt adequately reflect my intentions with the theme. I will now try to explain some of my ideas ,perhaps if we update this game you will see what I mean more clearly. 

Like I previously mentioned,we had to rush many things. Story was undoubtably one of them.(strange decision for a narrative focused game) Believe it or not this game's story had more going for it than just funny chef names. The core idea is a chef being stuck in a timeloop due to his own indecisiveness. When coup king(guy in cutscene) appears,he makes the claim that one of his agents poisoned the food,the main character laughs at him,but then after a few seconds,he closes his eyes and resets time because he doesnt trust himself. You would get the same ending everytime unless you fired yourself(that used to be an option) or fired everybody except yourself. The idea was for the player would spend many runs trying to genuinely find the imposter(we had mechanics which would add to the investigation) only to realize that finding the imposter is pointless,because the main character would never trust themselves to proceed. The villain always wins. And the player would never really know if there was an agent or not,stating that there was or wasnt an agent out loud removes intoxication of ambiguity. The ambiguity would be the point.

That was really my main intention,as you can see "trust no one" in every inch of the game. Tho this is our first proper game jam so im happy that atleast we have a playable game lmao