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Very cute and delicious concept! I love food-based games, and reminds me of things like the lickitung minigame and overcooked. I really enjoyed the main gameplay loop of combining items for recipes and pleasing customers, it was very satisfying. And the beginning levels were very forgiving and easily taught the player how things worked. I also really liked the splash menu page and thumbnail/logo art.

Some feedback for if you work on it more. I wish losing just reset the level and not the entire game. It felt bad to lose my progress and tedious to redo levels that are easy to practice the harder level again. It made me quit earlier than I wanted. I didn’t get past level 3 with the cucumbers. I don’t think the roguelike wrapping is necessary, and feel it hurts the game design. Rather than provide random power-ups that the player may not even understand yet, I felt this game’s mechanics are better suited to simply introducing new abilities with each level to teach them new complexities of the mechanics bit by bit in a curated way. Maybe also separate shop for consumable abilities and things that aren’t really needed but fun to have. And some polish nitpicks like it would be nice to have some visual/SFX feedback for things like when customers are losing patient, leave, get hit by items and upset, or are happy etc..

Thanks for the elaborate feedback. It's much appreciated. I personally disagree about not making the game a roguelike, the abilities feel powerful and go hand in hand with the genre. I will concede that the overall difficulty ended up being too harsh for a jam game, while the first couple levels are too easy, so the balance is off (hard to judge for a hastily made jam game). I'm not saying roguelike is the only way to go, the game concept is flexible and could be taken a lot of different directions, but it's the direction I stand by.