This game was originally created in 72 hours for the ScoreSpace jam #28. It has since been updated to include some essential components we ran out of time to complete during the jam.

Control a Caterbot™ to deliver fast food across the universe! Use WASD to move, tap SHIFT to dash, and hold SPACE to use your thrusters. Keep an eye on your charge meter; if you're running low, you won't be able to dash, and you'll want to avoid running out completely. You'll find batteries around the map that replenish your charge. Collect coins and deliver food to the hungry "humans" to increase your score! Be aware of your surroundings, as the map will completely transform after every successful delivery. If you want to restart, press R. Holding S will cause you to fastfall, greatly increasing your downwards acceleration up to a certain velocity. 

The restaurant and the customer are located on the left and right sides of the world. Remember that you can restart at any time with R.

The given theme for this game was "mutation," with our interpretation being frequent updates to the game environment via procedural generation. Please download the executable file for the smoothest experience :)

Game Review (old)

Gameplay Demo (old)

StatusReleased
PlatformsHTML5, Windows
Rating
Rated 4.0 out of 5 stars
(1 total ratings)
AuthorsBakaretsu, DashSM, Choo
GenrePlatformer
Made withGodot, Aseprite
TagsPixel Art, Singleplayer
Average sessionA few minutes
LanguagesEnglish
InputsKeyboard

Download

Download
Celestial Catering 31 MB

Development log

Comments

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( 1)

My respect to Tone! Awesome music, thank you so much!! ) I really like that ) 

Gameplay simple and clear, collect coins, use momentum ) 
can get 63000 points )thx

( 1)

Very fun little game where you deliver Waldonald's (?) burgers while collecting coins, jumping, flying and dashing is very fun, trying to reach a high score as you deliver food and collect coins is even more fun since the map changes with every delivery offering a lot of replayability.

My only suggestions would be to make a little bit more clear when a delivery is completed, maybe with a fanfare or some visual effect and maybe a different control scheme since dashing was a bit annoying, arrow keys Z X probably feels a lot more comfortable.

Keep up the good work!

( 1)

Thanks for featuring our game in a video, we didn't expect it to get any traction outside the jam community! 

I'm happy to hear that the map generation was a strong point. Our developer TrulyChoo sunk a lot of hours into it, and the tricks he used to make it work are pretty ingenious given the timeframe. We're new to game development and this was our first jam, so it was definitely a stretch goal for us.

Remapping the controls and adding some more direction including a proper tutorial are definitely top priorities if we continue development further. Besides that, I'm glad you enjoyed it in its current state!

( 1)

Oh one more thing, youtube embeds seem to be broken right now (I had to look up your channel to watch the video). 

I added a link to the video on the game page in case anyone else wants to watch. 

( 1)

FIRE GAME

( 1)

This was really fun to play! The art is cute, the music flows extremely well with the gameplay, and the game itself is easy to understand, fun, and keeps the player coming back for better highscores.

I really enjoy the map generation & regeneration as well, the player is able to remember sections of it and perform slightly more efficient with less wasted movement and battery with every playthrough, giving them a sense of improvement! The movement system is also super satisfying to play around with. Overall, it's super fun!

Thank you for working on this amazing game!

( 1)

4700, I think I did pretty good!

( 1)

That was fire. Mutation was the theme, but this was made b4 the shift so its fine.
THE MOVEMENT IS PEAK!

Thanks! 

We actually had a different game idea for momentum, we just went for a more liberal interpretation of the mutation theme. We wanted to avoid the word mutation's typical connotations as we figured most teams' games would have something to do with biology, anatomy, or evolution, and doing that wouldn't make for a very unique game idea. Instead, we wanted to incorporate the theme as a gameplay mechanic, and we decided to use proc gen to "mutate" the world environment throughout gameplay. Given more time, we could've fleshed this mechanic out much more, but we're happy with how it turned out considering the scope of the project :)

( 1)

Yeah I noticed how the environment changed, it was cool :3