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The percentage on the top of the screen can start decreasing slower on the earlier shifts and ramp up as you progress (much like the Warioware games do).

Also, I could barely tell when a "perfect" or a "so close" made any benefit to it (is it supposed to?), maybe the bonuses/deficits for serving the customers well/badly should be clearer. 

Alternately, it would take more reworking but each customer could have their own timer bar and either a clock indicating the end of the shift or a number of chances that will decrease if you mess up an order

The cheese refill mini-game seems to be useless for me because the appropriate window happens too quickly for me to react, so it could be another thing that ramps up over the number of shifts progress. 

Overall I like the idea of it so far, but right now it feels like a git gud score chaser which is way less amusing than it seems like this game is trying to be

Thanks again for your feedback here and in the other comment. The idea of ramping up the speed is a good one. We are going to look at incorporating that into a new mode.

We did consider some alternative mechanics like you mention with the timers and set number of chances. We'll continue to explore those as we work on the new modes and add more features.

For the customers, getting a "Perfect" gives you the most bonus to both score and job satisfaction (the bar that drains and gets you fired when empty).  It also builds a combo that boosts your score even more. Giving way too much or way too little scores you no points and you lose a large chunk of satisfaction. A little under or over will score you less points and raise/lower the satisfaction only a small amount. We will think about how to better convey that information and make it more clear.