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Hungry Joe

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All You Can Eat 5 Points

Use 5 Recipes in one turn

Culinary School 5 Points

Complete the tutorial.

Free Sample 5 Points

20% Recipe Completion

git gud 5 Points

Lose the game.

Grain 5 Points

20% Meal Completion

Breakfast 10 Points

40% Recipe Completion

Fruit 10 Points

40% Meal Completion

Lunch 25 Points

60% Recipe Completion

Vegetables 25 Points

60% Meal Completion

Check Please 50 Points

Beat the game

Dairy 50 Points

80% Meal Completion

Dinner 50 Points

80% Recipe Completion

Voracious 50 Points

Beat the superboss.

Dessert 100 Points

100% Recipe Completion

Meat 100 Points

100% Meal Completion

Secret Medal ????? Points

Unlock this medal to learn its secrets!

Author Comments

* Special thanks to iamsicknerd for mixing my vocals on the intro!

This is a project I made for the PSP's 10th anniversary. Explore procedurally generated maps and collect over 150 Recipes to fight your enemies with!

Personal Note: I've been working on this since February and consider it the flagship of all the progress I've made as a developer. This is my first serious project in over a year and I would like everyone reading this to give it a chance, despite the game's rules being somewhat convoluted.

*** Right-click to toggle sound

EDIT: Major thanks for the frontpage, I REALLY appreciate it!

EDIT 2: Confused about anything? This speedrun explains pretty much everything you need to know:

EDIT 3: This is a re-upload using a soundtrack local to Newgrounds. I may replace some tracks with loops in the future if there is a demand, since right now the fading in/out is slightly awkward.

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I think the medals dont work anymore :/

Wow! But I thought the combat thing was a bit weird. Great job!

Kwing responds:

thx m8

I think it's very cool how you like developing games for the PSP browser it's very unusual seeing that around. The game is pretty good considering it's limitations with the PSP browse. The battle system is alot like Megaman battle network which I really like. As for the music though, it gets pretty annoying and it just seems out of place. The level design could've been a little more creative. I still thinks it's good though and you can at least put 15 minutes into this game.

Kwing responds:

The level design is procedural so there's not much I could do to change it other than rewrite the algorithm. Glad you liked this though!

I took the time to read through the reviews, so I figure I'd try to explain what I can through a fellow developer's viewpoint, I ask you to read 'till the end if you're seeing this.

Programming is tight. Controls are responsive and I didn't see any stuttering.
I like the battle system, it's unusual but fluid.
You've got some good assets to work with here that have a certain level of character; recognizable branding is a good thing.

If that's the loop your soundguy gave you, they did you a disservice. It's too short and the repeat's harsh and clear as day. That's going to be jarring for any audiophile.

The enemy movements would greatly improved by some animation, maybe like jumping in VeggieTales? I'm willing to bet you'd only need 4 frames per direction.

The one button control isn't panning out, but I'll write my take further down because it's not a con per-say.

The user interface isn't intuitive, there's a lot here but it took me about 15 minutes to figure out how everything worked. I know you've got the tutorial but I had issues piecing it together; I haven't played the Battle net game or a PSP, so maybe that's the dissonance.


The one button control scheme is a brave thing to attempt with menus, as they can be a witch to navigate. Note I'm not calling you stupid, I like the idea, but doing it right is going to be *hard*. Damn hard guy: there's a reason rpg's and other menu heavy games have a cancel button.

I'm getting the feeling there's more to the battle system than I realize, so I'm not touching it. But it's there and I know it.

Lastly, I can see the effort.

Seriously, I can, and I think that's why you're getting the reviews I've seen so far, they're not assholes, they're frustrated. You've got a solid foundation here for what could be a wicked game. You're just getting mauled by asset management and UI. No big deal, certainly better off than EA.

I don't want you to quit on this. Pull a square, fix the issues and rerelease it, and I'm damn sure you're going to have a much, much better response. I promise you.

Hell, if you want, PM me. I can be a sounding board, maybe help out with code if I've got the time.

Kwing responds:

The sound loops I had to splice myself. A few of the tracks I picked had voice samples in them, and the loops I have are the longest I could get without including them. Most loops that are under 20 seconds were fitted for this reason.

I sort of understand what you're saying about animating the enemies. Considering there are 50 sprites in all, it would be quite the challenge to do even four frames for every one, though I suppose it might have been a good idea even to have a tweening animation.

The one-button system was designed for the PSP, which can only accept one-button input from a Flash game. I kept it this way from the beginning and liked the elegance of it, so I figured I would just keep it. It's frustrating, because I begged over a dozen people to test this game out for me and only one or two people actually gave constructive feedback.

I appreciate the review and your offer to help, however I specifically released this game before my fall semester because I knew I would not have time to continue working on it once classes started. If I were to pick this game up again it would likely be in a very distant future. As it stands, I'm pretty satisfied with the outcome, though I wouldn't object to going back and patching this stuff up.

This game is severely lacking in a number of departments. First lack of propoer sounds and music, they hardly fit with the theme of the game. Second, art itself is quite poor, maps are executed hastily without any care for detail, enemies aren't much more than just a stationary image, the graphic quality itself isn't homogeneus; it should be a single kind of art, yet there is no such thing. Also menus are incredibly hard to navigate, considering how everything works with a single button. This should be corrected.

I don't recommend this game.

Kwing responds:

I'm really lost for words on this one, mainly because pretty much everything you said equates to this game being ugly. I really don't see how the foods could NOT be a stationary image... In most games, you see people breathing, or having running animations, but what the heck is a running loop for a bowl of cereal supposed to look like? And how is the art style not homogeneous when everything is pixelated and food-themed?

I know I'm getting way too salty over these reviews but there's really nothing worse than getting a bad review from someone that won't spend more than five minutes on a game that took more than five months to make.