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(+1)

Overall: Cute art, solid fundamentals, and a clear vision.

What Worked Well:

  • Title Menu: UI elements are placed nicely with good hover states.
  • Audio: The clicking sound when selecting items is satisfying, and the music and SFX are nice throughout.
  • Station Design: The three food stations are clearly indicated and the hovering icons have a nice hover animation.
  • Character Art: The character art in the capsules is cute. Player movement, collisions, and actions all work without issue.

Areas for Improvement:

  • Coffee Not Showing Up: The coffee option didn't show up in the brewing station on day 1, which was confusing. It isn't clear that you need to click the pantry first to make it appear. 
  • Broken Shop Button: After finishing day 2, I couldn't click the shop button in the Day 2 Complete modal.
  • Upgrade Shop Tabs: The shop has Stations, Orders, and Staff tabs, but only the modal you are already on is accessible, and shows four items that get upgraded right away then leaves user with nothing else to do. The tab navigation doesn't seem to be working.
  • Scale Issues: The game and UI elements are too small in the browser embed. In fullscreen I had to use Command and + to make things readable. The sizing needs to be addressed.
  • No Challenge: Getting food to the patrons is too easy. There's no tension or time pressure. The game needs some resistance to make progress feel earned.
  • Title Screen Audio: Hover and click sounds on the title menu buttons would be a nice addition.
(+1)

Thank you so much for the detailed feedback! This is really helpful, and I’m glad the cosy style, audio, station design, and character art came through well.

The coffee/pantry flow and shop issues are definitely things I’ll look into, especially the Day 2 shop button and tab navigation. The browser scaling feedback is also really useful, as I know WebGL readability can be tricky.

Customers do now leave when their patience runs out, but your point still makes sense. I probably need to make that pressure clearer and more noticeable so the challenge feels more present. Thanks again for taking the time to play and write this up!

(+1)

"Customers do now leave when their patience runs out"

What I meant is that even with a timer, the timer is generously long and there isn't any significant challenge / tension for the player.

Good luck with further development! What plans do you have for it?

Thanks for the clarification! You're right, the timer is generous for now while core systems settle. Planning to add more challenge through complex recipes and rush hours as development continues. Lots more planned! 🌿

I'd appreciate a rating of my game if you haven't already.

(+1)

I’ve already rated it. Great job on the game!