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(+1)

I tried my best to make the game "I don't drink" friendly without just giving a book of solutions.

I didn't use a timer so people can look up drinks, I made it's so that you can just make up drinks without penalty except not getting tips, etc. 

I made it so the customer also drops small hints on what's was wrong with the drink. They will say things like "I've never had X made with Y" or "If this had Z it would be perfect" 

Once you get a drink correct, the ingredients highlight everytime it's ordered after that. 

You also can just straight up serve only poison with 0 penalty. 

On the audio, yeah... The options menu pops up after the opening scene. I did my best to balance the audio before that without interrupting the story beat/ scene. 

Hey yeah I get it, it’s a hard balancing act for sure. I think it’s why a lot of popular cooking games thrive more on execution mechanic rather than knowledge mechanic. I did see those helper mechanics you mentioned, but I think it was still hard for me because the possibility space of all the ingredients is huge so it’s hard to keep track for all of it. I think if there were less stuffs to mess around with then it could work better.

(+1)

I will agree with ya on that. 

I decided to go with something like 14 or 15 drinks and let myself get a bit carried away with that. I tried to make it a bit more fulfilling for people who played past the 3 day story mark when I really should have just focused on the 3 days.