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A jam submission

Cafe FusionnerView game page

A small combination game where you craft various lewd items for your customers.
Submitted by Zandoir — 17 hours, 5 minutes before the deadline
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Cafe Fusionner's itch.io page

Results

CriteriaRankScore*Raw Score
Ambition#243.4353.435
Horny#303.2173.217
Novelty#313.3043.304
Kink#362.9572.957
Aesthetic#373.4353.435
Harmony#393.0003.000
Overall#422.8002.800
Narrative#422.2172.217
Play#462.5652.565
Sound#492.3912.391
Stealth#621.4781.478

Ranked from 23 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

I really like the premise and execution, but I struggled a bit with the speed that the possible combinations ramped up. Guess I just need to practice more!

Submitted (2 edits)

"Sorry, little mouse boy. I don't know how to meld you a grey butt plug, but how about this coffee to go that I just accidentally summoned out of my magic melding pot instead?"

An interesting idea. There are so many combinations you can get out of just having three different items in the pot. And there's no shortage of items to use as ingredients. It basically turns the game into a sort of memory puzzle. A way to check different combinations you've unlocked while playing could be nice.

It's a fun little game, but very difficult due to the amount of combinations you can have. Some of the combinations feel a bit nonsensical as well. Especially if you stop to think about how a jar of honey, some tarry looking stuff and a piece of house plant makes a dildo, but if instead of the piece of a house plant you add a different type of a jar, you'll get a bottle of lube instead.

I liked the art. I've stated in the comments that I've left for different games a few times already, but I'll do so again: I enjoy simplistic art a lot. And this game is no exception. I just find it all way too charming for my own good.

Submitted

The sheer number of craftable items is impressive! I had a lot of fun trying out new recipes to see what items I could create. All of the art is really nice too.

Submitted

lots of people have already mentioned the difficulty, but i just wanted to quantify it a bit more. day 1, there's six ingredients, meaning there's 6 * 5 * 4 = 120 combinations. technically some of them are duplicates, e.g. sometimes two of X plus one of Y doesn't depend on the Y, but this isn't a hard and fast rule as i found out. so, the player is basically required to search through 120 possible combinations to find any item they don't know, which is a lot.

for context: it takes me about 3.5 seconds to try a recipe. so, to try all 120 for just the first day would take me about 7 minutes. (of course, some of these can be tried on level 0 so it's not all bad).

similarly, level 2 has 9 items, so the total number of new combos is (9 * 8 * 7 - 120) = 384 which would take me 19 minutes to test all of.

there are a few tweaks that i think would really help:

1. make it so that you can see the ingredients that you just melded. this way, you can write them down in a notepad document or similar with the outcome. i actually really love games that require note-taking like this, but it is trickier when you have to remember exactly what you just put in the pot.

2. make it so that instead of dragging the ingredients, clicking on one will fill the leftmost empty slot. that way, trying recipes is as easy as "click click click," rather than click-and-drag-and-move-your-mouse-back-to-the-right x 3. (i actually immediately resized the window when playing to help minimize my mouse movement).

3. unfortunately, probably reducing the number of ingredients is your best bet. keep in mind that, for example, going from 6->7 ingredients still adds 90 new recipes. one other option would be to make it so that the "two of anything doesn't depend on the third ingredient" rule always holds, which would narrow down the testing space a bit. 

also, one more small issue: the "main menu" button and "quit" button seem quite similar on the end screen, and i accidentally quit after first beating level 1.

anyways. i did eventually get through level 2, with enough note-taking. it seems like customers often ask for day-0 combos which is very very helpful. i don't think i figured out a single level 2 combo that any of the customers actually asked for--i remember i could not figure out large condoms, a fleshlight, and several variants of candles.

as i said i do like note taking games and i was having fun writing down some of the wackier combos that i ended up seeing. i also think that memorizing a mental map of item icons -> item names (so that i can look them up in my notepad) ended up being quite fun, as a lot of the items had funny concepts or names.

and, i like the customer drawings. i think the art really is quite fun here, and i can see why you wanted to add a lot of recipes to show off more silly items.

Submitted

It's quite fun, reminds me of those old flash games where you have to cook stuff for people (an odd amount of them were about pizza) but with a lewd twist that I enjoyed plenty!

Many already mentioned it but I suppose I'll echo their thoughts, the amount of ingredients on day one is a bit large, specially since the training level only had like half of that, and being able to see recipes somewhere mid-level would be ueful but I do get that it might defeat the purpose.

In general it was really well made and fun once I started to kinda memorize some of the recipes, oddly nostalgic too, kudos!

Submitted

I really like the concept of the game, but I do feel that going from level 0 to level 1 and having so many combinations is a little overwhelming. I think a free mode where you can discover recipes in peace would be nice. Maybe a recipe book so you can see your past combinations?

Submitted

The core gameplay here is actually a ton of fun. I'm impressed just how many options you managed to get into the game although like others have said, I think maybe too many. I think the biggest issue is just that from the very start at level 1 it feels like you have a ton of options thrown at you, including options that you didn't get to play around with on the tutorial level. Easing players into the options more would make it a better experience. That said, it is strangely addicting to play and the audio/visuals work together really well. Nicely done!

Submitted (1 edit)

I can't believe someone made a "I can't believe they made that many things" game for the jam.  Good idea with nice execution, with great art all around.  I'm a fan of memorization games, but having to learn new recipes on the fly while customers were staring me down felt a bit stressful.  I should probably just get used to it.  Maybe introducing only one new ingredient per level would have helped, but that might have made the game too long for a jam submission.

This is kind of only a minor nitpick: dragging all the ingredients with the mouse was a bit wearying, but I don't know if there's any way to improve that--adding keyboard shortcuts for the ingredients would probably make it too fast.  Perhaps scattering the ingredients around and behind the counter would be better; that way you'd at least be making different hand motions for all of the ingredients.  You'd probably need extra art for like baskets and drawers and things...not that you didn't already make A HUNDRED unique items, goodness!  An even more minor nitpick: Not being able to grab an item that's partially scrolled into view is kind of inconvenient.

Sorry I didn't mean to spend more time on nitpicks than praise, because that does not reflect the proportion of how much I actually enjoyed the game, which was a lot.  Great job!  Over a hundred items though!  In one month!

Submitted

This is a really cool concept! Everyone has already commented on the variety of items being a bit overwhelming, and yeah, I had that problem as well, but I think it's really cool just how many items you made for this one. With some better hinting and/or tutorialisation, this could be really cool. I'd love to see it developed further. And of course the customers look cute.

Since you're using Godot, it would be great to see a Linux build in the future as well. You don't really have to do anything special to make that work, just tell it to export one as well.

(1 edit)

it's like sensory overload there's 3 at the start and then you get 3 more ON DAY ONE. i think that is 81 choices (but I'm bad at math). the art was super amazing though

Submitted(+1)

A potion mixer restaurant game, that's a sweet combination! I like the character art, they have a nice variety of designs! I want to see what happens after you serve the customers. Maybe some can be unique and have post-work stories if you've helped them on that day? 

There's no recipe book, so I wish that the mix results were more predictable to help with memorization. Perhaps there can be a main ingredient that sets the color of what you're making to narrow down the pool of possibilities?

The sound cues and music are suitably fitting, but the soundtrack overlapped at a few points. The ingredients can feel a bit far to drag when you do it so repeatedly, so maybe the cauldron can be closer to the right?

I think you've hit upon a very neat idea, it just needs some tuning to help players keep track of things better.

Submitted

Very fun concept, the amount of combinations is very impressive. I am not that skilled at memory games thus it was a bit overwhelming but the game itself is still great.

Submitted

The idea is fun, and discovering combination in theory should be fun. But there's no way to pull up the recipe list mid-shift, and even on the first level, you have too many possible combos, and people come and go too dang fast. Might need a balance patch before I can actually get deep into it!

Developer

I see, thats quite fair. I didnt have any external playtesters so having a developers knowledge of the combinations meant I could  figures out those out and put in the inputs fairly quickly, which is understandably something players wouldnt have... Should be a fairly quick and easy thing for me to fix though. I'll take a look into that. 

Developer

Okay, thank you for point that out, those customers should be more patient now. XD