Merge hot pot ingredients to create the coveted cabbage! Click to drop ingredients. The game ends when an ingredient falls out of the pot and hits the table. Use the scooper to remove ingredients up to tofu size-if you're lucky you might even catch a stray ingredient mid-fall. 

This is the first game I've made, based on Suika Game. Please let me know if you have any requests or feedback. Enjoy!

Note: This game has issues running on some Mac devices because of Godot. 4.0 limitations. It seems to work better on safari than chrome. 

Comments

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(1 edit) (+1)

I like the theme and I like the gimmick of being able to fish some food out with the net :)

However it's buggy. The food isn't the correct size to the image so it's hard to see why food is being held apart from each other. When you use the net it also drops the next food item in the same spot you used the net so that can mess up your game more than help it. When trying to place at the edges of the pot the food catches on the lip of the pot and bounces off in a way that makes it very difficult to place food correctly at either edge. Also when you start a new game it doesn't display the correct starting food. And like most suika knock offs, the food is very stationary and lacks any weight. You can't push food down together by dropping smaller food on top of it like in the OG game, here where the food lands is basically where it stays outside of minor rolling.

That said I find the artwork quite nice and the placing/popping sound effects good, and think with a little more polish this could be a good potentially easier version of suika.

(2 edits)

Thanks for trying it out and for giving such detailed feedback! I just updated the game and the net bug, starting ingredient, and edge placements should be fixed. I also made it possible to place ingredients at the edge when clicking outside the boundaries of the pot. 

I adjusted the physics and the hitboxes too,  but I think it's still a work in progress  (the shrimp is still weird). OG Suika has a lot of complexities in the physics, and I'm not sure if Godot's default physics engine is up to the job. I'll take another look at it when I have a free weekend.