It was a nice layout, and I get it cooking games, take the pressure off. But, sometimes the fun is the pressure of trying to do it all in the time in the right order, so to take that out of a cooking game it just felt like now I'm stuck in a dead end job just going through the motions. I would have liked to have something to work towards instead of taking away all the reasons to even play a cooking game.
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Cook Anything!'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun Factor | #83 | 3.316 | 3.316 |
Innovation | #87 | 3.211 | 3.211 |
Gameplay | #109 | 3.105 | 3.105 |
Overall | #129 | 2.974 | 2.974 |
Theme Integration | #150 | 3.000 | 3.000 |
Art | #178 | 2.895 | 2.895 |
Sound Design | #217 | 2.316 | 2.316 |
Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game bring our theme, The Error is the Feature, to life?
Cook Anything! is a fledgling cooking game, but the developers accidentally forgot to define what an ingredient *actually* is. As such, anything can be an ingredient!
Did you work in a team? If so, link their itch profiles.
https://lmcunneen.itch.io/
Did you include a fake publisher splash screen at the start of your game?
Did you use the Audius API in your game?
If AI was used in your game, let us know how you used it.
We didn't! :)
Comments
Appreciate the feedback! We did originally want to implement a more solid gameplay loop - having a quota for the day, being able to open and close the store to stop customers coming, having something to upgrade in the kitchen, and being able to experiment with more than just soup - something just as systematic as the rest of the game right now; like using a meat and a binding agent to make a meatball, which could be flattened into a burger patty or something.
Even pasta makers to make spaghetti out of anything, a blender to make smoothies, a frying pan and a deep fryer - and having customers leave if they're waiting too long (or just penalize the player with a smaller tip) - all things we considered, but cut for the sake of scoping the game properly for the jam. There's plenty more we can add to give the game more purpose, so I'd love to hear what you'd think would help make things work!
This game was whacky and fun. the music was a great choice to add to the chaos, without making it too crazy.
I understand this was a 3 day jam, so there wasnt much time for polish (what you made in these 3 days is amazing) but just so you know, i started off with the tutorial (loved the managers lines btw) and my dumbass couldnt find anything salty, so i gave something random to the customer and i couldnt progress properly because the customer had gone Lol ( the tutorial tried to continue as normal)
For the normal gameplay, i had a lot of fun. i enjoyed throwing things around, and appreciated the window to throw random stuff out. the ui to show the flavour levels was also really helpful. I think the pot made food too hot too quick though, it is difficult to make something warm. The shop was a great idea, but i find the prices too steep ( it would be nice to see what the ingredients have to offer too). but i preferred to find the items around the store, perhaps you can pay to reset the area? or randomise the reset?
At one point i had too many customers in the queue ( i mean i could have just taken their orders Lol). perhaps it would be better to remove customer-player collisions, because they trapped me in and i couldn't serve
i think this game has a lot of potential, should you choose to develop it further. It would be funny to have inspectors come in on the basis of you feeding bleach to customers xd. Things like a page to see all orders, and the pantry complete ( i think this is what that empty room was for?) would be great additions. (btw, you gotta remove that thing obstructing the screen, i feel it didnt add anything and just limited my vision).
For 3 days, this is seriously impressive and was, Gg!
Thanks for the feedback! The thing obstructing the screen is actually an apron which you can take off, which can be used as an ingredient too! xD
The collider for it is a little low down, so you've gotta pretty much look at the floor though. I wanted to implement some UI for taking off the apron (and maybe a chef hat) as an easter egg but didn't get around to it, so simply parenting it to the player model was the best I could do in the limited time - it does get in the way though.
The prices for the items are a bit much, I agree. They were added pretty last minute and were pretty much just eyeballed. If we take the game further, I'll probably expand the back dock and ordering system to work when the store is closed, giving you some downtime to order items and place them in the store as you see fit - probably also including decorative items (which, you'd be able to serve to customers too, of course!)
Also, brilliant idea regarding the inspectors! I'll have to note that down :)
I felt experimenting around with the ingredients was fun, but I really did not think being in a 3d environment and moving around added anything to the game. I rather felt that it slowed down the experience and took away from the actual fun part of experimenting with the ingredients. So having something where you would do a lot of the cooking through interfaces would have worked better for me.
But, it works well on a technical side, which is always good. So verall, good job!
Sorry to hear the medium wasn't to your taste! xd
We really wanted to lean into the chaotic elements of theme, which is why we went with 3d in order to leverage more of the physics aspects of it. If development continues, we plan on implementing a classic day + quota system where you'll be able to close the store, as well as further balancing the rate at which customers spawn. The goal with their spawnrate is pressure, but not constraint. So we'll see where that goes.
Maybe even a sandbox mode where you can mess around with what crazy food items you can make. We'll see.
Regardless, thanks for the feedback and compliment, and thanks for playing!
At first I thought it was going to be “just Overcooked,” but nope (in a very good way). The unlimited ingredient chaos is fun on its own, but what really stood out was being able to throw anything anywhere, even cooked dishes. I literally tossed a bowl of hot soup at a customer’s face and he still tipped me $15. That’s wild.
Not a bad concept honestly. I could see this being fleshed out more into a more polished product. I had fun trying figure out the wacky physics and cook any ingredients, but I thought the controls were very clunky. Having to go back and forth to take order from customers also feel a bit like a chore, would have been nice if orders just come in and you can concentrate on cooking (like in Overcooked).
The sounds were also too quiet I think. Visuals are basic but pretty cute and fits the game.
Pretty fun game, kinda reminds me of Citizen Burger Disorder, with all the physics. It is a pretty fun idea, being able to give the customers anything, though, I never felt the need to actually prepare an actual dish, maybe that could be improved, get give some incentive to produce better meals.
Overall pretty cool game, has potential!
You make an excellent point! At the moment, dishes you serve are scored based on a set of rules according to the customer's order, but it's overall pretty lenient and you'll often get tips even without a perfect meal, which I guess is especially odd when you just serve them raw ingredients. I'll probably add an additional rule for "Is Soup" or something along those lines.
Thanks for playing though! Glad you enjoyed and thank you for the feedback! :)
This was really funny to play and the customers are cute lil blobs. Impressive work :)
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