DINERBOLICAL (v.112)

Anyone can help me with the game? Im not quite sure what to do… I know I need to combine specific foods in order for the customer to like it, but can someboy tell me the best combos? Im kind of lost… You can spoiler mark the solution ofcourse

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There isn’t any specific food combo that’s good over any other. Rather, there is a random, specific combo the customer wants each time, with specific colors in a specific order. Getting the correct one both gives you fever and generates a random new one. So its less about stringing up pre-determined dishes, and more so a constant try and error of putting in the right colors.

The 3/4/5 pips in the bottom corner represent the results of the last food the customer ate. An “X” symbol means they either don’t want that color at all, or you put too much of it. A hollow circle means it was the right food color, but wrong spot. And a filled in circle means it was the right food color, in the right spot.

A good strategy when you first start a game or have a new perfect dish to make is to put 1 of every color you can. That way you can tell what colors you need and which ones you don’t at all. From there its all about paying attention and using the process of elimination to get the next perfect dish.

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BEAUTIFULLY crafted videogame! I’m in love with the Chimera lady. :heart: :heart_eyes: :heart:
10/10, would feed her for the rest of eternity!

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Honestly, this is actually a really well designed little game after finally wrapping my head around it. Unlikely to see it continue after the jam, but would love if it did somehow.

Have grown especially fond of the… what is she, a hellhound? Well whatever she is, she’s cute and I love her personality. Going off her comments, there are times where one could be forgiven for thinking she was going to pop (She’s a demon, she’ll be fine).

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Best Art for this Gain jam, it take some time to get use how the game works but is it still so much fun to play.

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Would agree on the best art, certainly…even if the character designs aren’t up my alley. The team should DEFINITELY be proud of what they did here, the colors are really lovely.

Concerning the gameplay…yeah, once you understand it (me and my reading comprehension have had some tough times), it is very straightforward. The cycle is prepare an “identifying” dish with as many different kinds of ingredients as possible, then from there, isolate until you eventually get a perfect, and then repeat, spending the downtime from them chewing moving ingredients closer to ovens/mixers/etc. I knew what I was getting into from the first level, and checking out the other levels (controlling two disjointed characters at once?! I’ve played enough Jacob & Esau from The Binding of Isaac to know that it often results in some major skill issues…), it was interesting to see how the mechanics evolved, and how the characters filled out. For a two week period, still this is very impressive.

There was clearly a lot of thought involved with this design, which I definitely thought about (now that I develop games more often than I play them, I find myself fascinated with how developers, especially in smaller-scale competitions such as this, think about each design decision). Despite the simple gameplay, this game will probably be the most remembered from my jam due to how elaborate it is. Your team had the benefit of being the largest, too (lucky)! But ultimately, good work!

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Very well done. It wasn’t hard at all for me to figure out the gameloop, but then again I’ve played my share of Mastermind back in the day. The animations are just gorgeous.

A few questions/suggestions:

  1. For quite a few levels, the patrons get too big to see around and you can no longer see important parts of the map which I suppose doesn’t really matter if your not interested in high scores
  2. I feel like you should be allowed to save your current run’s score if you retire out of a run so you don’t have to wait to fail once you get to their max size
  3. Speaking of max size, is there any benefit for doing the higher difficulties, or indeed any of the lower difficulties past 400 points other than bragging rights?
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Amazing and fun
you can even make the 4th of july special

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Is that the max size for the characters shown in the last screenshot? Or can they get bigger?

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Wow, even more comments, thanks a bunch to one and all!

Glad you were able to figure it out and even devise strategies for it! One of our goals was for people to find their own strategies compared to other puzzle games with more straightforward “answers”. If we clean this game up, we definitely want to help people who may be unfamiliar with Mastermind/Wordle get a better grasp of what’s going on.

  1. One key concepts for the game was having the Guest being obtrusive while the player is cooking, and one method was them physically blocking view of things. We weren’t sure how people would respond so we did partial blocking as a test. If we push the concept further, we also want to add ways for the player to “push back” if they need to see something for a bit.
  2. A sound idea, and something we’ll put in if we have a smaller update.
  3. For now, the difficulties were there for the players to challege themselves, but we would like to reward players in the future with score multipliers or the like. And larger sizes, of course.

Everybody likes larger. And we do too, but we could only do about 5 stages of largeness for this demo with the time permitted. We certainly have plans for more later.

Thanks again for all the feedback, we truly appreciate it!

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Fantastic work! Your team put together an amazing entry!

If you do updates in the future, any chance of having the patrons selectable at each stage?

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Absolutely LOVE the art and music, as well as the core puzzle mechanics, tho using the other kitchen. equipment gets a bit tedious/complicated I saw that there are plans for expansion of the game later on (I’m milking this expansion pun for as long as I can) so that’s exciting

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As long as you have a solid plan to balance the difficulty around this mechanic, I’m all for it. I was only on the fence about it before because I wasn’t sure if it was intentional. But like others have said, the concept of the guests getting so big that they block your view is actually pretty appealing, and “pushing back,” so to speak, sounds like it could add even more to the appeal.

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Honestly, the ‘pushing back’ concept sounds quite interesting, as do larger sizes. Though honestly, it’s just great to know your team isn’t finished with this game.

Apologies, but out of honest curiosity do you intend to keep the number of guests to these three or plan on adding more? And out of curiosity is there a limit to their appetites (he asks, despite the whole theme of this jam)?

Also, forgot to mention last post; I quite like the music, especially once the guests enter ‘Fever’ state.

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only level i was able to beat was lvl 1

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same here but I still love it

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An absolutely lovely game! I’m enjoying this a whole lot! Amazingly addictive gameplay that puts this in my top 3 Weight Gaming games for sure. The flow of guessing a guest’s tastes and working to make them as happy and stuffed as possible is a joy. It’s loads of fun and comes with miraculously awesome artwork for all the guests and of course the game itself. It’s all incredible! My hat’s off to everyone who worked on this! Excelsior!

My only question would be if there’s any way to view the game’s artwork? Everything looks so incredible and I’d just love to take a look at it outside the game. I tried to extract it with the Godot pck Tool but (predictably) the files were meant for Godot’s mechanical eyes only and my meat bag self couldn’t do much with 'em.

Overall, ballin’ game! I look forward to see what happens with this game next. Reading all of the future plans like pushing back mechanics and larger sizes have me on the edge of my seat!!

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This game is honestly really good! The start of it was as the title suggests is, “basic”, but it helped me understand the fundamentals of the core game. After that I tried the second level and while it was a jump in difficulty so I couldn’t keep the fever going, it wasn’t so hard to understand and it took me around 10 minutes to figure out of the keep fever mode up and running. Really nice art, animations, character designs, etc, I just really like this game!

Oops, I got stuck behind this cauldron in the Limeade level… twice. The second time was going in from the left. I’m not quite sure what happened here considering it doesn’t always happen but it was probably my laptop’s fault (it runs this game at like 4fps but I’ve been having fun nevertheless)

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That’s pretty much all I have to say that hasn’t been said already. This is a pretty solid game concept - mixing Mastermind with a physical space you have to interact with in order to actually submit a solution opens up a lot of interesting tactical and strategic thinking possibilities (some ingredients are better to test the guest’s palate with because they’re more easily obtainable) and puts a rather hectic twist to the age old puzzle like no other game I’ve played has done. It’s great!

Maybe I’d increase fever time on higher pip counts as it takes a lot more time and guesses to reliably crack the code than in lower counts, but I’ll have to play some more 5 pip to know for sure.

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pro tip about the fryer

if you keep frying a fried thing, you can stick an unholy creation on a chopping board for convenient and easy access to fried flavor. (excessive fryer flavor abomination displayed purely for demonstration)

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