Hey! Really cool idea and aesthetic you have going, I love the PS1-esque retro vibe. I think you have a really interesting foundation for a game, though it lacks a bit of direction or stakes imo.
For example, I think there's a lot of opportunity to have customers rolling in asking for like a "cheesesteak sandwich" and you have to put the stake and maybe like "toe cheese" or something weird to make it, leaning into the puns you're using, but having them as a puzzle element rather than a punchline after the sandwich is made. Combine something like that with a timer, a customer queue, or some other pressure, and I think you have something really fun and engaging. Right now, the more freeform model doesn't quite do it for me, but it's really close. Some kind of tension and/or direction would add SO much for not that much more development.
Some more nitpicky things:
- The character movement feels a bit strange. There's a long acceleration, high top speed, and instant stop, coupled with a really long camera lerp, it just makes movement feel clunky. For something like this, I think a much shorter acceleration and a limit on how hard the cameras lerp can lag behind the player would make it feel a lot better.
- You can probably get away with making the player slower by making the space smaller. There's a lot of open, unused space that can be condensed, to make navigation tighter.
- If I'm pressing A and W and let go, I think the character should face the direction of the key I'm still holding, especially since in this, direction is important for picking things up.
But this is a really cool world and concept and I don't think it would take that much to elevate it a lot further! Hopefully you got something valuable out of all that :D