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A jam submission

Ramen Bowl RushView game page

Submitted by TallPear, Randolph Cherrypepper โ€” 2 days, 13 hours before the deadline
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Ramen Bowl Rush's itch.io page

Results

CriteriaRankScore*Raw Score
This game was intuitive and self-explanatory#393.6603.660
I appreciate the sound design and/or music#393.1203.120
I find this game's challenge/puzzles interesting or compelling#442.5202.520
I appreciate the game-feel (responsiveness of interactions)#452.9202.920
Overall#462.9292.929
I would buy a longer/commercial version of this game#502.0202.020
I appreciate the art/visual style#533.1403.140
I appreciate the mood/atmosphere#543.1203.120

Ranked from 50 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Jam Entry Confirmation
Indie Game Clinic COLLAB JAM '26

The Team
TallPear: Art, Code, Music, Design, Concept
Randolphcherrypepper: Design, Playtesting
Tom DesLongchamp (tomthinks.com, dynamote.com): Music

Other Credits
Some SFX from pixabay.com. all music and some SFX samples created by tallpear and tomthinks.

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Comments

Submitted

I was confused by the first screen, but eventually figured out what I was supposed to do. Ultimately, I might have missed something about the overall game design, as it felt like too random having to decide ingredients, when I had no way of knowing who would show up the next day. The ingredients look great, here's a playtest

Submitted

I liked playing this game. I can see it growing with for example more recipes and more ingredients. I had to play around in the game a bit first, but then it got clear to me what to do.
Maybe it is intentional, but I have to buy ingredients when I do not know what recipes will show up the next round. This makes the choice for what ingredients to bring not interesting, since it is unknown what you need. So the optimal strategy is always to bring something from everything? Maybe more green onions (if that is the correct word), because some recipes require this twice. But the optimal choice is always the same.

Submitted

It's a fun game and very easy to understand! You did a great job of showing how to play just through the visuals. 

I love the simplicity of it all and the art is so out there and eccentric, same with the music! gave me a good laugh 

there was no way to do repeatability to get ingredients between serves, straight forward design, yet confusing layout for ingredients unless you really look at the image.

Submitted

Really enjoyed it. Ended up not having some of the ingredients in the second round because I was just trying to stock back up on what I used the most in the first round. Had leftover money and could have bought them all if I knew that my prepped ingredient bowls would be empty again at the start of the round. 

Submitted (1 edit)

Pretty cool game - I like the artwork and music/sound, and I was able to figure out how to play without much problem.   ๐Ÿœ 

There were a few things I wasn't exactly sure about, like purchasing/payment/stars.  But I could still play without understanding all the details.

Submitted

It's an interesting idea but as i saw another person post.. not balanced to my taste. As i completely failed round 1.. i didn't have money, so couldn't buy any ingredients.. So the game was over and i had to restart the browser..

Now, to be fair, maybe i suck (many people will tell you this) but if the game gave you some 'pity payment' for just working the day, it would allow you to continue playing... Also the ingredients run out too fast i think? When you have less, you can fulfil less varied orders but also the ingredients get used quicker... So.. yea, they said it better 'snowballing'. Also it would be super nice if the timer started off very slow and easy and ramped up the longer you played.  Like tetris or something.

But it's a pretty good execution of this sort of concept and i believe there could be a fun game here.. Especially with more ingredients and variety of orders.

Take everything i've said with a pinch of salt though because i am the idiot who failed on the first run so...  Perhaps i should stick to eating my crayons.

this is great! now I want ramen tho lol

 There is a lot to love about the game, in a post jam update an Idea that I think could balance the difficulty a bit:

 What if, instead of getting money based on having the right ingredients and failing outright if you don't .

What if instead each bowl of ramen is scored from 1-3 based on how many ingredients you correctly put into the bowl and then your final score of each round is compared against certain bench marks or "customer reviews" and based on that you are given the money to buy the right ingredients.

Say if you got 5 out of 5 bowls correct you got 5 star reviews which gave you more money

but if you got 3/5 bowls right you got less.

Just a small idea but either way I really enjoyed the game!

Submitted

This is probably one of my favorite submissions I've played so far! Reminds me a bit of Cook Serve Delicious. I did feel my success was dependent on what the customers chose to order to some extent, which felt too out of my control at times. Maybe there could be something drawing more attention to the recipe book, the first request I got was egg and green onion and after putting one of each of those in the bowl and noticing I still couldn't hand it off I was desperately looking for a third ingredient in the image lol

Submitted

Awesome idea! I think the only thing it's missing is an indicator of what the customers are going to want the next round and perhaps a secondary challenge to collect a small number of coins to keep losses from snowballing. 

Submitted

Cool idea but i feel like the loss snowballs way to quickly, if you failed in the round you dont get enough money and really cannot win the next round, also needs some indicators of what food customers would want in the next round (unless i missed them) 

Submitted

This takes me back to windows old food making game lol enjoyed it. just needs some polishing.

Submitted

i like the audio and the design, doesn't make sense to me that in the begining i have to choose ingredients when i don't know what's gonna happen yet, maybe i missed something.

Submitted

Loved the atmosphere of this game, the music definitely fits the feel! I had a fun time trying to please the endless flow of faceless customers. It was really clear from the outset what the objective of the game was.

A few notes I made while playing:

  • For the first few runs, I didn't realise there was a recipe book. I kept getting the chilli and pork ramen and didn't realise that this needed two chillis. I kept putting two pork in and my ungratelful customers were getting annoyed. It might be worth starting the player's first run with the recipe book open (and then show it closing, or let the player close it themself) so that they are aware of its existence as I didn't have a chance to properly investigate the icon in the corner before the carnage began.
  • Something is up with the economy of the game. I had a day where I was very broke and could only afford one pork and two chillis. I had to then skip most customers, but ended up with 9 money despite only selling one bowl and skipping everyone else! The previous day I sold way more but only made 3 money. It seems like the optimal strategy is just to skip every customer.
  • When I started my second run, I skipped buying ingredients and was then forced to do the day without anything. Definitely a mistake I learned not to repeat, so more on me than any design choice!

Overall I really liked this and feel like it could be super clean game with a few minor tweaks!

Submitted

Well executed game. Couple of design notes:

  • The game has compounding failure where failed orders net less coins making you less likely to be able to fulfil future orders. Not sure how I feel about that.
  • Since you can't predict future orders you can't really plan ingredients.
Submitted

I like the fact that it both chill and stressing lol