Feature complete (for now). Cookie Flicker update v20251005-01


I have a problem when it comes to finishing games.

Mainly, it's because I finish what I wanted to make, but continue to add more things until the project balloons into a huge mess. Especially when the project is built on hacked together "jam code".

I do think that Cookie Flicker has merits for a full release on something like Steam, but it's at the point where I will have to rebuild most of the game's systems to make it flexible and functional enough to handle additional features.

So, for now, I'm shelving this project to work on a few other things that have been tugging on my interests. It would be fun to come back to at some point when I have more time and experience.

I pushed an update of where it's at currently. Over the past month, I've been making changes here and there, quality of life stuff. The changelog is below.

Thanks again for playing this silly little game, I hope you had fun with it!

-ben


v20251005-01

  • No longer click and drag to launch a cookie, you just point at the board and click.
  • Physics-based preview of the cookie's arc when launched. This isn't perfect though and it's diving me nuts to figure out why.
  • Additional game juice with peg scoring. Things are a bit more bouncy!
  • If the cookie gets stuck on a peg, it gets a silent little nudge to move.
  • Sped up UI for score calculation
  • Updated UI for the gameplay, heavily cribbed from Balatro.
  • Updated code base to Godot4.5
  • A lot of back-end restructuring to allow more flexibility with managing pegs and effects
  • Choice board now drafts toppings for you, you can re-roll the draft infinite times, but in the full game you'd have a limit like in Ballionaire
  • Lots of little tweaks and quality of life improvements

Files

cookie-flicker-win.zip 88 MB
Version 20251005-01 1 day ago
cookie-flicker-linux.zip 80 MB
Version 20251005-01 1 day ago

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