Appreciate the feedback! We did originally want to implement a more solid gameplay loop - having a quota for the day, being able to open and close the store to stop customers coming, having something to upgrade in the kitchen, and being able to experiment with more than just soup - something just as systematic as the rest of the game right now; like using a meat and a binding agent to make a meatball, which could be flattened into a burger patty or something.
Even pasta makers to make spaghetti out of anything, a blender to make smoothies, a frying pan and a deep fryer - and having customers leave if they're waiting too long (or just penalize the player with a smaller tip) - all things we considered, but cut for the sake of scoping the game properly for the jam. There's plenty more we can add to give the game more purpose, so I'd love to hear what you'd think would help make things work!
Cxntrxl
Creator of
Recent community posts
Thanks for the feedback! The thing obstructing the screen is actually an apron which you can take off, which can be used as an ingredient too! xD
The collider for it is a little low down, so you've gotta pretty much look at the floor though. I wanted to implement some UI for taking off the apron (and maybe a chef hat) as an easter egg but didn't get around to it, so simply parenting it to the player model was the best I could do in the limited time - it does get in the way though.
The prices for the items are a bit much, I agree. They were added pretty last minute and were pretty much just eyeballed. If we take the game further, I'll probably expand the back dock and ordering system to work when the store is closed, giving you some downtime to order items and place them in the store as you see fit - probably also including decorative items (which, you'd be able to serve to customers too, of course!)
Also, brilliant idea regarding the inspectors! I'll have to note that down :)
100% - there is actually already a limit of 6 customers in the queue and 5 customers in seats - if there's no places available in the queue when a customer arrives (or no seats when an order is taken) they'll just leave. But I only tested that behaviour in scene view and never actually checked if the player could pass the customers in line LMAO
Definitely would want to make it so the player and customers can pass each other if I go further with the project - though I also love the idea of having to throw the meal over the customers in the queue in order to serve someone in a busy restaurant!
Sorry to hear the medium wasn't to your taste! xd
We really wanted to lean into the chaotic elements of theme, which is why we went with 3d in order to leverage more of the physics aspects of it. If development continues, we plan on implementing a classic day + quota system where you'll be able to close the store, as well as further balancing the rate at which customers spawn. The goal with their spawnrate is pressure, but not constraint. So we'll see where that goes.
Maybe even a sandbox mode where you can mess around with what crazy food items you can make. We'll see.
Regardless, thanks for the feedback and compliment, and thanks for playing!
Awesome game! Had a lot of fun, but got softlocked near the end and didn't have time to replay from the start.
If you're scanned by a drone while using the binoculars (or whatever they are - the neat things that let you see the whole scene), you'll get stuck with the binocular camera active but no way to disable it (as you're no longer at the binoculars)
You make an excellent point! At the moment, dishes you serve are scored based on a set of rules according to the customer's order, but it's overall pretty lenient and you'll often get tips even without a perfect meal, which I guess is especially odd when you just serve them raw ingredients. I'll probably add an additional rule for "Is Soup" or something along those lines.
Thanks for playing though! Glad you enjoyed and thank you for the feedback! :)
hah, yeah. originally had them spawning every 40 seconds, but that left ~10-15s of downtime every time you completed an order, which wasn't as frantic as I was hoping it would be. So I turned it down to 25s before adding the computer, and that was a little more fun for me! ...Until you run out of ingredients and need to order more, then it gets out of hand.
If I had more time to test I probably would've settled on a timer more like 30-35s, but I think it would be better to adjust it automatically based on how fast the player is taking orders!
Regardless of my rushed balancing decisions, I'm glad you enjoyed!
Cool level design, intuitive mechanics and excellent sound design! You deserve to be very proud of this project, and I hope you consider taking this further! You could totally put it on steam or release it as a mobile game :)
Only got some small critical feedback; there's a distinct lack of feedback with regards to when the saturation toggles the colliders on the objects. This wouldn't be too much of a trouble for most of the game, but level 4-2 suffers from this, since it makes timing the fall much harder.
If you're open to my (frankly, unsolicited) advice, I'd recommend cheating this a bit. I love the saturation slowly fading in and out, so to keep that visual system, maybe add an in-between state that allows colliders to toggle on or off when the saturation is swapping between values.
As an example, in 4-2, toggle off saturation, which would toggle off both platforms. Then toggle on saturation. During the period where saturation is increasing, toggle the bottom platform so that if the player tries the jump while saturation is toggling, they get caught. Then once saturation is fully toggled back on, enable the top platform.
I feel this would significantly improve game feel on a couple of levels and open up more routes for interesting level design. Similar goes for the grey zones used by the "smack tv" mechanic, having those teleport the player if they touch them while the static is on screen (rather than only as the static disappears) would help with timing-based puzzles.
Otherwise, again, excellent job! That ending was pretty funny.



