good job on the art.
I would recommend using wasd/arrow keys to "navigate" through the kitchen. Saving the mouse clicks only for gameplay objects (ingredients, customers, etc.).
| Criteria | Rank | Score* | Raw Score |
| Theme | #47 | 3.140 | 3.286 |
| Ambience | #47 | 3.276 | 3.429 |
| References / Humor | #49 | 3.003 | 3.143 |
| Overall | #65 | 2.776 | 2.905 |
| Innovation | #76 | 2.366 | 2.476 |
| Gameplay | #84 | 2.093 | 2.190 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
good job on the art.
I would recommend using wasd/arrow keys to "navigate" through the kitchen. Saving the mouse clicks only for gameplay objects (ingredients, customers, etc.).
Cute art and presentation! The gameplay was fine, but the game really throws you into the deep end immediately.
I would've preferred some keyboard shortcuts to switch between ingredients and customers. Clicking the arrows on the side each time felt a bit tedious.
The art and references are pretty nice. Like others have stated, it is confusing to understand what to do as there was no reactions when clicking some things, so I wasn't sure if it was working. I also figured out that there are quantities to the ingredients as well and that incomplete ramen won't be served.
It would be easier to understand if there was more UI/UX like the ingredients flying into the bowl to show that things were happening.
The game is pretty cool! I liked the art and the general idea. I think a perspective change and merging the kronii scene and the ingredient scene would have made the game more fun. (For example Kornii showing her back to the customers and the ignredients are on the table just liek now but in front of her) Overall great submission!
That Kronii voice line when clicking the title caught me by surprise! LMAO XD
Very cute art!
Nice selection of voice lines for the talents.
The BGM sets a relaxing mood for a restaurant... but this is a fast action ramen shop! XD
Some improvement suggestions:
- I believe the BGM you used is Lioness' Pride (Twilight version). Please don't forget to credit it!
- Once the game is finished, it would be nice to be able to return to the title screen and give the game another try.
- Consider saving the player's best score.
- Customer wait time needs to be a bit longer if you expect the player to be able to serve three plates at a time.
- Add a way to reset your bowl if you made a mistake.
- A short tutorial screen or instructions on the game's page would go a long way to give the player an idea of what to do.
- I'd love to see keyboard shortcuts for going into the kitchen and opening the ingredients tab (why is this a separate screen?) faster than moving around the mouse.
Good game, team!
I kinda have the same sentimints as everyone else. Game very much has an unfinished feel, so first and formost allow me to say this, congrats on getting a game out for the jam, i know it isn't easy, and sometimes life just gets in the way, belive me i know
Anyhow, back to the game itself. the game is nice but also feels like lots is missing from the typical feed-em-up style of game as i'll call it. The lack of tutorial i feel kinda hurts a game like this , or at least, what you need to do in order to make and server a meal isn't imediatly obvious, as the buttons to move around are quite out of the way, so it took me a while to figure out what to do. you're just thrown right in without any idea what you're doing. I mean, accurate to real workforce, but nevermind that.
There's no trash bin, the customors are very impatient (Yes i know thats realistic to real retail but still!), the double mouse click time adds up when the time is so short, had to use my touch screen apposed to my touch pad. Really, i feel like everything componds upon itself due to the imbalanced nature. The low time makes it hard to read orders properly outside of a glance, the extra clicks eat into what little time you have, Its easy to make a mistake due to being rushed, and having no trash means you probably just have to give one unlucky soul a hatchama special.
Oh, and it would have been nice to have a "PLay again!" option at the endapposed to being forced to quit
Though, for what its worth, i got 600 points on my second run once i figured out more what i was doing.
The artwork is definitely the strongest part of this. The game is missing some indicators that makes it hard to play and the extra steps needed to get the ingredients doesn't feel great. I think with this style of game, it could be similar to the pizzeria flash game in terms of one customer comes in at a time with an order and you have a time limit to assemble everything similar to what you have here. With the current layout, it feels like you can only serve one person before the other timers run out, so I always had to choose the newest person who came in to make the order and ignored everything else. Not a bad base to work from and with some polish, this could be a nice fast paced but casual cooking game.
I don't think the extra click to get to the kitchen adds to the game. It just emphasizes the game's jank.
Sadly it was made by 5 people, we all have real life jobs and almost no time to actually work alot on it too, I drew the kronii screen and we pretty much implemented it because it was suposed to be a extra screen that lets you move to more places ( Which we didnt have time for ) and since I was the artist and overworked myself alot just to try to make it on time, it felt a little depressing that one of the pieces that took me the most wasnt gonna be shown..
Like the other reviewers, I think the art is the strongest part of this submission. Everything looks very clean and well drawn, from the members to the custom assets for the environment (the shop, ingredients, etc.), and Kronii's cute little outfit
But the gameplay definitely needs some polish - the customer timer is a little too quick, and it makes it tough to actually juggle the customer orders, especially since they just spawn one after another - there should be a longer timer in between customers spawning, at least after the first round. Maybe I missed it, but a way to clear whatever is in the bowl from the kitchen screen would help a lot, cause if you click the wrong ingredient, you have to hand it out to get rid of it, and end up behind, just trying to keep up as new members spawn in. A tutorial would help a lot, just one basic run through with a customer to get used to the mechanics
The web build is very hard to play I started there and had to swap to windows cause I couldn't see anything at all - the window size is way too small, and it looks like your UI scales properly on the windows build, so just increase the display size on the itch page and it should help
and spread out the options page, you have an entire screen and you barely use the top third of it
Otherwise I think this is a great starting point and the team did good work, just some more polish here and there, and this would be a solid contender.
Love the concept, definitely needs polish but I would play a finished version again. Art direction does put it together.
Very cute restaurant sim! The art is very pretty, I loved the artstyle!
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