Busy Bar
Busy Bar!
Limited Space behind that bar!
Move your employees around like a jigsaw puzzle to serve your customers.
Click or Tap on the tiles the employees are standing on. Like a Jigsaw Puzzle, you choose the tile to move into the vacant tile.
Known Issues
Here are some issues I am already aware about. I am listing them here to save people the effort of having to fully describe them in the feedback/comments. Though this is not an excuse for them - it is what it is. The first bullet point is the description and the 2nd bullet point is what I’ll need to do to fix it, cuz hey, we are all developers here so people might be interested . . . and this can act as my checklist later :)
- Tapper Imaginary Beer
- When there is a customer waiting for a beer on the same tile a Tapper fills a beer, the Tapper will fill it and instantly give it to the customer, but the Tapper’s animation will show they have a beer, too.
- This is the only task that is instant; check when the animation updates are called.
- Barback laziness
- When a customer leaves the bar and the barback is on their tile, the barback won’t automatically start working. The player must move them away and back to the tile
- Check that the task check is called when customer leaves, and it is after states updated
- Barback not cleaning correct spot
- When barback is cleaning, he isn’t always cleaning the actual dirty spot. On level 2, when in the middle, he wipes mid-air.
- This is simply an animation issue and does not affect gameplay. There is only one animation for cleaning and it gets triggered regardless of where the mess is located. Ideally could create another animation where he wipes the bar to the south of him. Would need to determine which animation to use each time.
- Chug Animation Beerfall pause
- The end of the customer chug animation, the falling liquid looks static.
- Already updated my art files; will update the project after the rating period ends.
- Next Button Appears before done
- The next button simply shows up on a timer. Part of the reason was the deadline was looming and I didn’t want there to be a bug on moving the player to the next level. The other reason is so the player doesn’t need to clean every mug and such - helps with replay-ability.
Objective???
I do full realize there isn't like an objective or target goal - like "not a game" almost. You just kind of do your job and exist, like real life.
I am thinking about adding more to this so would love to hear your thoughts on this!
Here are some misc bullet points regarding this:
- There is the obvious inherit objective, of simply taking care of the customers and cleaning up the bar, but there is no rating, score, time, money, goal, etc.
- As already mentioned, I don’t want to make this into a race against time game where you try to serve all the customers before they get angry. I feel it has been done enough that it feels like the default, but also while testing, when I tried to go as fast as possible it seemed way less enjoyable.
- Turn Based? One idea could be the same as the race against time, but instead of time, it is turn based, so for example a customer could get angry if they aren’t served within 10 turns, for example, with a turn being each time you move a character.
Status | Released |
Platforms | HTML5 |
Rating | Rated 4.6 out of 5 stars (5 total ratings) |
Author | Lou Bagel |
Genre | Action |
Made with | Construct |
Tags | Ludum Dare |
Links | Ludum Dare |
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