a game about cooking food using fireballs

over the past week I, alongside some of my friends, worked on a game jam project for this new little jam called Takernal Jam! The theme of this jam was “Unity Through Food”, and in response we built a game somewhat inspired by games like overcooked, but with a fantasy RPG twist, and XCOM style systems.

You can play the game here:

I don’t entirely remember why, but a long while back I had come up with the idea for a party-based cooking game, where players would control different RPG classes and have to use their skills to prepare a meal. The original idea sprung from this visual of a giant roast of meat, and the players would have to char the roast by placing it right infront of a dragon. The dragon’s breath could end up killing everyone, so you’d place your knight right behind the roast, protecting the kitchen and everyone else behind them.

Then more mechanics followed suit, maybe the wizard could use a fireball to thaw ingredients, or burn them perhaps. The rogue would probably be really good with their knives, so they’d do all the prep work. Maybe a druid could grow plants to be used in the dishes.

But for the sake of this jam, some things were changed. I initially pictured the game playing out a bit like Overcooked meets FFXIV (Or perhaps Rabbit & Steel for those less familiar with FFXIV?), with all the MMO raiding mechanics that would follow. But making a multiplayer game in seven days was not realistic, so instead I decided to make the game a singleplayer puzzle game, using systems inspired by games such as Baldur’s Gate 3 and XCOM 2.

So each unit takes turns, they can move or perform an action, sometimes expend an action to move further, and it will all be on a square tile grid, like XCOM or other tactics games. There were health points, but there weren’t any enemies. Originally the idea was to have a lot of stage hazards, but the feature got left on the cutting room floor.

The issue with building such a game in a limited time frame is how much of the game is dependent on systems and architecture. Building a game with multiple playable characters means building a system for generalizing characters and abilities. Building an XCOM-style tactics game means creating your own tile architecture and implementing your own pathfinding systems. And even though these were challenges I was prepared to face, and they were problems I have solved numerous times before, I dont think I’d try doing this again, or recommend anyone try this alone.

I was responsible for all of the code, in fact I was the only one with access to the Unity project at all. I also would be making models for the environment, characters, and props. I made some animations too, but some characters only have idles. The rest of my team produced art and music, along with the designs that I would model. I owe the entire visual identity of the project to my team. I wish I was able to contribute a bit more, as my art is rushed, and not really represnetative of my regular work. But given my duties, short notice, and time constraints, I think I was able to make something I can be happy with.

Since the project was so systems heavy, it was not playable until the final day. Thankfully some of the design held up, although it is pretty thin without some of the mechanics I originally planned for. Thankfully I knew a lot could get cut, so the game isn’t broken by their absence, its just not as interesting.

But in truth, this game jam was mostly meant as an outlet to get my mind off things. I’ve been working on a lot of high quality work through out this year, a lot of commissions on top of a new vtuber model and design for myself, and it’s been pushing me more and more each day. This project had fairly low stakes for me, as it didn’t really have as much hinging on it as everything else I’ve been dealing with.

I am glad that i was able to ship though. I have had a series of unsatisfying game jams, either unfinished or otherwise nonfunctional. That’s been weighing on me a lot. Being able to finally ship something complete, for the first time in maybe two years, has felt very satisfying.

So I’m running it back. In a few days I will be attemping to submit an entry to the Metroidvania Month Game Jam. This is their 33rd jam, and it is also their penultimate jam as they are sunsetting the project. I’ve previously made entries, most notably last year to #30 where I tried making a game solo. MVMJAM30 - untitled anime action game by maidmage
I haven’t been satisfied with either of those previous projects, the first one mostly unsatisfying due to my naivety and inexperience. The second one is largely broken. This frustration has made the MVM Jam a sort of white whale for me, and seeing as they only have two more official jams remaining, I’ve only got two more shots to make this right.

I won’t be doing this one alone however, as I am going to continue working with my team from this previous jam, although I still wish to control a majority of the project and programming. Thankfully I might not be alone for all of the programming, but a selfish side of me wants to still implement a majority of the systems myself. This is admittedly, a very personal struggle for me that I need settle. I think I need to prove this to myself, although if it doesn’t work out, I suppose I’ll just have to try again in November. And if not, I guess its time to make a retail game then.

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