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(1 edit) (+2)

What a simple yet fascinating concept for a game. Quite fun to try and get the right timing, and the ambience is well done.

I encountered a few bugs, first I thought I’d found a cheat where you can stop a meal degrading if you highlight it and then deselect it. The timer stops going on.

Unfortunately that didn’t help me cheese anything as when I submitted the next meal it sent any meal I’d previously highlighted, even when I’d deselected them :’D.

Also I found I could open a day with just a single recipe selected, allowing me to just have a non-stop steady supply of ceasar salads coming along, and just ship any close to expiring salads out with them, as there was no penalty for giving someone too much food or ending the day with left over food.

I think this game expanded into a full restaurant management game, or as a core part of a bigger game, would shine even more. Great work!


Edit: Just to clarify, I did play it as intended with multiple recipes as well, just commenting on my post game exploration lol

(+1)

Wow, thanks so much for playing! I feel like an expo's job is such an unexplored game role in a kitchen-style game and has such a high skill ceiling so this was just trying to work out how a game about expo might look...

Re: bugs-

1. Yes, that's a bug I couldn't figure out how to get around (deselecting doesn't actually deselect a dish) but I didn't realize it stopped the timer. Will look into that, thanks for the report.

2. I actually left that in as a debug tool, lol, that's how I played to test the progression easier haha!

Thanks for your kind words. I also agree it would be fun as a mechanic in a larger game, I am exploring to see how it would feel in a roguelike progression right now, but open to other ideas. So, the menu and other parameters would be randomized based on the "difficulty" of a service. I'm exploring something like Slay the Spire right now, each "node" on the path has different parameters for service. I'd also like to include the concept of "cooks" and "servers" - which are currently abstracted in this version by just having instant and consistent cooking/serving times. But maybe a fast cook cooks stuff faster, or a slow server takes longer to drop a dish at a table, or can randomly drop things, etc.