A downloadable game

About the Game:

Supermarket Smackdown is a visually cute, vibrant and cartoon-y 2.5D Platformer.

🍏Plot

You follow “Gerald the Apple” through a supermarket, in his fight for against the grocery elite to rescue his sister. There he fights a vast amount of unique and funny enemies, while maneuvering short and challenging stages!

🍏Features

- Platforming

- Killing enemies 

- Special Kitchen tools for combat and movement


🍏Meet our team

This game was developed as part of the first semester 10-week project from students at S4G School for Games in Hamburg in 2024.

Marcel Timmler
- Production, Game Design, Level Design

Alexandra Krämer - Lead Artist, Ui/UX, VFX, SFX

Alena Franke - Environment Art,  3D Character Art

Vadym Kristerskyi  Environment Art, UI/UX

Tommy BoernerEnvironment Art, 2D character Art

Maximilian Guenther - Animation3D Character Art, VFX, SFX

Dennis Voigtleander - Programming, SFX

🍏External Help

 Prof. Ede - Soundtrack

Download

Download
SupermarketSmackdown.exe 361 MB

Comments

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(+1)

PS: An unknown friend of mine had recommended me to try this game, since I was interested in this school of theirs. That's why I'm gonna be quite biased. Take my review/comment with salt.

Gameplay: Looks very cool, reminds me of Cuphead a lil. There isn't much to say, other than around level 13 the game starts to feel slow for some reason, like you can't feel the impact of playing this game. (No idea where to pinpoint this to)
Even though there are some cool ideas such as vents, potato enemies and whatnot.

Art/Concept: I found it quite refined, the 3D models looked especially good for one of the first games made by students in the first semester 10-week project. They did a very decent job.

Story: I can't say much about this, because it wasn't directly explained, but from what I heard from this unknown friend of mine, the story they developed is quite funny.

Bugs that I found: Noticed that in the settings, that the grapic option doesn't open. (It probably is like that because it's a debug version)

There's also a bug (I presume) that occurs when one enemy is left, which makes the menu unable to be opened.

There's also something I noticed, which was when the Player uses a peeler on a potato and let it regenerate for a few second (after the mustache is back on), there's a chance that the enemy's sprite will reappear during the death sequence/animation.

There are also platforms which can only be went through from one direction, but depending on a certain circumstance such as white bread being below it, you can somehow glitch through it. (I don't know the exact sequence of events that need to happen for this to happen, but I had it occur to me once.)

There's also a 3D model sprite bug I believe, that occurs when you use a peeler right at the winning sequence, where the arm of the player extends to large length as if it were Luffy using the gumgum fruit.

Last bug I noticed was on the was vents in LV 12 specifically, from the two in the middle that are there to catch you when you fall, that bring you to the left. You could somehow use some jumping tricks to go back through the vent you fell to, and it'll make the player stuck because the vent's collission doesnt allow you to exit.
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✧✧✧✧✧

Oh yeah, this is likely a skill issue from me, but in that specific level, you somehow can't reach back to the top left. The only way to reach top left was to use the vent at the start, but because you can't go back to the start due to a one-way platform, you are essentially stuck and can't kill that enemy there.'
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✧Endnote: I do have to say, while playing this, the music made me go insane. It's decent music, but the way it's on loop absolutely breaks my sanity lmao.

This game was fun to play though, good job to the mates at this school for making this. I can see the hard work the students must've put into this and I hope they all have a blessed day, especially my friend who might also be someone who worked on this project.

Offtopic, but I like how "potatoes" and "tomatoes" all end with toes, lol.


(+2)

Hey hey! Thanks for your detailed feedback and criticism!

The game "feeling slow" can come from more complex and longer levels. I can definitely see that happening with it being a contrast to how the game plays up until then. I will take this as an opportunity to improve on Level Design in the future, especially if I get time to retouch this project!

We have had an absolutely great Art Department and their work is the strongest selling point of the game. They spent so many hours, days and weeks refining many small details. You compliments are really appreciated!

Storytelling fell kind of short, due to time constraints, but we are happy with what we had in mind, at least. It is nice to read that the story was brought up to you though.


I specifically appreciate the amount of Bugs you have reported. They are now noted and if we come back to the game, will be fixed!

Also! Not specifically a Skill Issue, but a Level Design one. It is possible to get back, but the Level itself does not convey it well enough. This is feedback I have already considered and will be tackled, should I come back to the game.

The music was optional for us, but allowed an external friend to help out. Can understand how it can nag at your sanity on constant loop though, sorry about that! 


Thanks a lot, again, for playing!

Our tomatoes and potatoes at work are really happy about your comment, giving more motivation for the next projects!

-- Timmler