Why am in the credits? Especially as the team lead, that seems a bit... you know, misleading, seeing that I said a grand total of 3 sentences in the chat during development, none of which actually were related to game development... anyways, this shit is confusing.
- Cranking - alright, I get what you guys were going for, but it tends to act really clunky which seems problematic in a game about completing stuff on time.
- Cooking time - I don't know if it's just me, but sometimes even on low heat the cooking level would jump straight from green to orange and I have no idea why, or if it is even an intended feature.
- No settings menu - or any sliders for that matter, which is kind of problematic for 3d games where your cursor is locked, for me the game started with way to low sensitivity, so yeah was kinda hard to play till I upped it in my pc settings.
- Static menu environment - this is a small one, but you already had particles for the grill, why not add them to the main menu, so it doesn't feel so lifeless.
- No prompt for food pickup? - once food is placed on the grill it no longer displays the pickup prompt when you hover over it.
- UI and environment - the in-game UI has very high saturation, which kind of clashes with the rest of the 3D environment which is a lot more washed out, which kind of makes the game feel less polished.
Alright that's it for the pointing out the things that probably mostly were caused by the fact you guys were rushing to finish it at the end. Honestly I enjoyed the SFX, apart from the UI and very flat lighting the graphics were nice. Also Typing I can't believe you complain about me making top down shooters in different genres, while pretty much making Farly's Flower Shop 3D and calling it a day.