Thanks a lot! We definitely wanted that timer to sneak up on players. So glad you liked the management aspect and the overall game!
Chef Games
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I'm not a big fan of games where you have to jump around on screens. But it's not as stressful here; you basically have one screen and just have to solve puzzles. I didn't understand some of them the first time, maybe I'm just stupid, haha. It would be cool to have a volume slider. Overall, it's not bad. The idea of speeding up the music is just like ours :)
I've seen a similar game at jam before.
Yours is different in a good way because you have a story, a character, different monsters, and resources.
The other game had good music.
Your game really needs some SFX and VFX to make button presses feel rich and satisfying.
But overall, it's a good game, you're awesome!
Thanks so much for playing! The time rewards are actually uniquely balanced for each stage, and you noticed this perfectly with the wood during the obsidian phase! Our thought process was that obsidian is super hard to get and starts with a very short timer. Wood, being a quick resource to gather, is meant to act as a lifeline to keep you barely afloat, maintaining that intense "almost losing" panic. Every item’s value shifts depending on the stage to maximize tension — a deliberate little trick, so to speak. Looks like our emotional rollercoaster worked exactly as intended! :D
Wow.
The idea isn't original, but it plays great!
The sounds and sprites are really nice.
Cute monsters and frogs.
It looks great.
It's a matter of taste, of course, but I don't like the timer on the towers. I understand it's for a jam, but if you continue making the game, think about it. I'd love for the frog towers to be upgradeable. Haha.
There are a lot of survivors at the jam, and I don't think it really fits the theme, but of the ones I've played, yours is probably the best.
It's hard to create something big and high-quality in four days.
But everything is there: SFX, VFX, interface, settings, graphics, gameplay. You did a great job.
Oh. A lot has been accomplished for four days.
I don't think the platforming really fits the theme of the jam, but that doesn't change the fact that the game is well-made and enjoyable. There are a couple of bugs here and there. The character's knockback when attacking is a bit annoying; it needs to be made smaller.
The interface and sounds are quite pleasant and not distracting.
I also liked how short, clear, and unobtrusive the tutorial is.
Spot on! Handing over resources immediately isn't necessary, the game is built around that exact tension of managing your focus and time. Once you look past the chaos, you realize you don't actually need a massive surplus of resources, and you can use your time to build your setup instead of instantly catering to the pyramid's demands. You completely cracked the secret, great job! Thanks for playing!

