This was a cute casual collection of mini games. The mini-games fit together well for the game's theme. Most mini-games are clear on how they work and give good feedback. The one that most stood out as needing something more was the final confirmation to submit an order. I read through the tutorial before starting, so skipped the tutorial when clicking "Start Game", and forgot about the need to press space to finalize the order. It would be nice if there was something more indicating the order was ready and what to press to finalize it. The other thing that I messed up was the basic coffee. With each step showing what it was, I was then confused when the coffee cup came up as a required step in the order. I restarted and chose the tutorial after clicking "Start Game", which helped with retaining that the basic coffee had to be made with the 2 steps for other recipes. Once playing a bit and going through the interactive tutorial it was easy enough, but that initial could have been smoother. Perhaps add a comment to the tutorial from the main menu that if you start the game and choose the tutorial it will be interactive, instead of just showing the same flip through listing of instructions. Possibly rename the menu entry from tutorial to instructions or some other term to make it clear they are different. There was a lot in the tutorial, and not everyone is going to retain everything, so there is a bit of learning curve, but once you play a bit and learn it works.
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Thank you so much for the time and care you put into this feedback. We really appreciate it.
Originally, we only had the main menu slide-style tutorial, and the interactive tutorial was added later once we realized we still had enough time during development. That said, you’re absolutely right, calling both of them a “tutorial” is misleading, and renaming the main menu one to something like Instructions or Overview would make the experience much clearer.
We also completely agree with your point about the amount of information presented upfront. There is definitely a learning curve, and expecting players to retain everything at once isn’t ideal. Breaking the experience into smaller, staged scenarios that introduce new mechanics gradually would be a much smoother approach.
The feedback about the final order confirmation is also very well taken. Relying on the player to remember pressing Space, particularly after skipping or partially retaining the tutorial is something we now see as a weak spot. Adding a clearer visual cue, such as an animated Space key prompt on the relevant station, would make that interaction far more intuitive.
This is exactly the kind of thoughtful, constructive feedback that helps us grow, and we’ll definitely be reviewing and incorporating these ideas once the voting period is over. Thanks again for playing Caffeine Rush and for sharing such valuable insights, it truly means a lot to us.