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(2 edits)

Ok, hottest of hot takes above from my first game of the update aside, I think I get what's going on with me being a bit averse to the frequency of the mini-games:

The main game is clearing customers by grinding cheese. The mini-games are distractions from this goal and feel like more of a threat than a treat. It's like that closing door psyche experiment, but in this case it's "deal with this game, or it will cost you". I call them distractions because they don't get me closer to ending the shift, I don't know how many are coming in a round as opposed to customers in a shift counting down, and they don't break my combo when I fail them. I don't mind the clown wheel or cheese lover games at all because that delay just me waiting on my guaranteed bonus reward beyond what I get for clearing the customer. Coming out of 2 mini-games and into a reload is jarring since the mini-games no longer deal with the cheese grinding so, I often forget that I might have been close to a reload. The grind only versions of the game make that rhythm easy to keep track of at the expense of variety. Maybe crazy, but could we see the cheese in the grinder go down visually somehow? 

Also, my aversion to Cheese Greatest has been making the game way harder than it needed to be since I'm playing on default crank sensitivity. Because my cheese dispensing was so slow, I didn't feel like there was much of a choice of when to take a mini-game. It was either right now, or if I was feeling adventurous, 1 more customer before I barely catch the end of the window to accept on level 20+ in progressive. This getting stacked 4 times means I don't get to space them out at all. Now that I'm using cheese greatest, there's a ton of leeway on when I take a mini-game and I can miss customers or mini-games with no real fear of losing. The perfect reload modification triggers after every few customers and makes up for any small slip ups and "More cheese please" feels like a debuff if I were to take it. That might be a bigger reason to tone down reload frequency than the mini-games occurring so often. 

I also wonder how someone new to the game will understand what's going on with mini-games happening so early. I picture them dealing with the inscrutable Pokerface, not quite spotting the customer countdown in the HUD, trying to read the score for the customer before it fades away, and having to deal with the urgent events as early as round 1 (which I've only run into once). I don't think the game needs more complexity that early for possibly the same reasons that you introduce more novel customers in later rounds. Maybe urgent events start after round 10 or some set number of total customers after you unlock all the customers? I'm very much thinking of this like the old single screen arcade games where you can gauge your progress by how much of the game's enemies you've seen (e.g. which fruit did you see in Pac-Man, did you see the flies yet in Mario Bros). I'm imagining someone talking to another player about making burgers in this game and the other person thinking they're being put on until they get good enough to reach that part.

Also, I'd love to beta test if you ever get something like that going! It's always fun seeing what you're cooking up.

(1 edit)

We definitely hear your concerns about the new event system breaking the rhythm of the core game. It seems like we got a little too excited about the new minigames and went a bit overboard with how many were getting spawned. We made some adjustments that we think will improve how it feels, but are still mulling things over for future updates. The timeout duration is increased, spawn rate is decreased, and there is now a cooldown between events so they cannot spawn rapidly back-to-back. We also increased the reward for the Heimlich maneuver minigame.

With less spawning and more freedom to choose when to address them, you don’t have to break your rhythm on your current customer unless you need to, and you can choose to use them strategically. For example, maybe your satisfaction is low and you just went slightly over on a customer, so you are at risk of getting fired. Instead of finishing the customer, you could jump into the event to get a quick boost of satisfaction (as long as you do well), which may be enough to save you.

We are also considering trying out having a “Manager” that appears between customers instead to trigger a minigame. This would simplify things for the player in not having to manage events, but doesn’t really address some of your other concerns. There would still be an unknown amount of events, and they would still just essentially be additional obstacles in your way to finish a shift. Them being obstacles is currently by design, but we do of course want that to add to the overall fun of the game and not just be annoying.

The cheese in the cheese grater actually moves down with the supply amount, but it may not be apparent enough. If you look at the cheese block and crank handle, you can see it go down as you grate cheese. As a loading screen tip: “peek at the cheese block quickly between customers to see if you’re going to reload soon”.

We were a little hesitant on making a crank sensitivity setting from the start, because we don’t want it to throw off balance, especially when we add leaderboards, but we do want our game to be accessible to everyone if the default crank setting is just too much for some. We definitely don’t want everyone to have to use the lowest setting to be competitive, so we will have to watch out for that.

The intention for a lot of the modifiers was to have trade-offs and interesting ways that modifiers could work together. In this case, you’re right that if you are good at reloading and you use Perfect Reload, having “Extra Cheese, Please” would decrease the benefit you get, so those modifiers don’t really work well together. We wanted options that different players at different skill levels might like taking. The “Extra Cheese, Please” modifier would be more for beginners who aren’t good at hitting perfect reloads consistently.

We also want players to be able to put together “builds” that take advantage of the way certain modifiers play off each other. This is something we want to keep expanding on as we add more elements to the game.

We do see the concern with overwhelming new players, so we are aiming to add a short intro tutorial with the Catalog release to give players a better sense of their objectives and how the game works. There is definitely a lot that is left up to the player to figure out right now. We’ll always give you the option to skip or replay the tutorial.

We are considering delaying the urgent events to give new players some breathing room, but we did also get some feedback that seemed like players were disappointed by not getting to any minigames early in the game, so we want to find the right balance there.

We agree that giving the player a sense of progression is a really good idea. We definitely want to do more with that. Here’s some ideas we are thinking about:

  • Adding achievements. Let us know of any you’d like to see in the game. We have this partially implemented and should be coming soon after the catalog release.
  • Unlocking modifiers and special customers as you play and/or through achievements.
  • Permanent passive modifiers unlocked by achievements. Maybe you have 1-3 slots, and you can choose which small bonus you want to get for each one.
  • Customers and modifiers that are only introduced after a certain shift.