I really liked it. Fnaf market was saturated but partially because of animatronics+cameras being used everywhere. Style is great. Finished both days.
+Looking for ingredients and thinking what to do with them tickles my brain in a good way +Scare amount seems right for me +There is a lot of mechanics and I liked it +Really good audio +Cooldown between customers (they wait before approaching) - nice +News papers +Different locations for each day(night?) -Remove sliders from tutorial (completely missed them the first time) - whole text has to fit in the box. -Pause screen needs "Continue" button, I know I can press "Esc" again but some people will reset the day(night?) by not seeing any other option. -Honk should be before lights in tutorial (if we zoom to light switch we can't reach steering wheel) /I would suggest drawing custom cursor (Mine for example doesn't fit the style /Should cigarettes filter grow smaller with the cig? I get that you just scale the object down but it stood out to me, like I'm sucking the cigarette into my mouth (It's minor thing so idk) /It was not clear if order of ingredients added matters (I would assume that not because of the game's theme) /I was disappointed when I saw 2 dogs waiting and I couldn't honk at them to reset them /Shotgun mechanic is great but even without time pressure I'm not sure if I can distinguish all bloody and non bloody NPC. I like that it's subtle, so I'm torn here, but technically punishment for confusion is not that high for that one. /I wasn't sure what's the punishment for not making it on time (despite failing to make on time) /After dying game seems to keep playing (?) /At the end of day one I got caught by corn but I saw cutscene (Thought to myself: cool that cutscene starts playing if I spend enough of time of death screen) but than I started day 2 - Is it supposed to be that way? /If I hold A or D button I would like for my character to keep rotating (for example every 0.5s) /Never clicked S (it was not shown in tutorial but also would consider removing it and keeping A D movement) /Switches didn't go off a single time (I was also wondering what's the difference between clicking one switch off and light off /Managed to figure out all enemies by myself except for Whispering figure (I would just ignore him, can he block food station that I have to use? Jumpscare from above - I tried to avoid it but seems to me like "can't do anything in your face" Does clicking radio do anything ? /Normally it's clear you have to last till 6am, I assume I have to last 6hours - Maybe tutorial guy could tell us shift length
Bretty good overall. I like the tutorial guy explaining everything, but do we really need text with a scrolling bar? Maybe just make the window bigger? Especially when scrolling down and looking at next tip the scroll isn't reset so we have to drag it up again.
Good aesthethic: clients are distinct, sometimes funny looking, sometimes talking smack in grug-like fashion , monsters are okayish but I don't know if the ghost or shadow shouldn't be a little better drawn. And that white shiny guy, maybe more animation sprites? Anyway, presentation works with low-poly models, somewhat grunge-looking sprites and pictures of food. I think that *maybe* difficulty is too high for the first day. And first night. Overall maybe clients shouldn't ask for three cooked ingredients that fast? First night, the night of the spooks had that guy falling from the ceiling probably dozen times in one go, 3 times in a row. Of course, spooks and ghosts were there too. Is there a way to combat that falling from the ceiling guy? You can scare dogs only when there's a whole bunch and they start barking, but it should be possible to scatter them before there's a whole bunch of them.
Corn guy killed me at least three times. If you want to keep your players paranoid and constantly looking behind their shoulder if he's not creeping around, then congratulations, you did it. At some point during the first day I was just "place one ingredient - look forward - get second ingredient - look forward" routine. I relaxed a little in the night doing two ingredients at the time but cornguy would still be creeping on the side of the window. I even closed the shutters hoping that it'd be enough but apparently not.
I want more clients that just wanna take a slice of pizza. It happened maybe once.
Cool game. The presentation is great and it kinda reminds of the animations by Nobey One. As in, there are cryptids everywhere but they are mostly just dudes who want lunch.
I think the tutorial is quite comprehensive but I still kept getting killed over and over by the corn. Some information in the tutorial doesn't seem to be relevant at all but the little doodles in the notepad were quite useful. Cheesed to meet you too, by the way.
The text box has the scroll enabled. That is very annoying and the text is big to begin with so it shouldn't be a problem if you disable it.
The time management aspect is a little off. Orders have to be made fast, but then the next customer takes their sweet time walking up to the window. I feel like it should be the other way around, more time for orders but a shorter wait between customers.
The tutorial was a good idea because I had no clue what I was doing last time. Good to know that some mutants are feral, for example. They are hard to spot. It's a lot of frontloaded info though, you probably don't need to explain emergencies like the grill catching fire or the rats. Also I didn't realize that there was a scrollbar on the tutorial so I missed half of it the first time. Sometimes mutants ask you for one single raw ingredient and it took me a while to realize that they still want it in a bowl toast or shish. Killer corn keeps killing me. I don't know what it wants. Am I meant to keep the mouse on it? The note with the list of things to do is a better way to handle information than a tutorial dump. I think it would be cool if they were sticky notes around the track. I didn't get far but I think it's fun.
I enjoyed it, every time I played I got to the end of day 2 and something caused me to restart the day, not sure if its preventable or not or if it was because I missed something, my first instinct when the ufo came at me was to close my shutters but that did nothing, I guess my next instinct would be to turn off the lights, or honk the horn.
Neat theming. Brings me back to my days in food service (so like two weeks ago) in the best and worst ways possible.
That being said, I feel like some of the obstacles are kind superfluous. The corn guy in particular bugged me (after I changed pants) since I had no way beyond looking to see if he was there. Which would be fine if - like in a 'Papa's' game, the food actually took time to cook - but if everything is instant anyway there's not really much reason to turn around.
Comments
https://www.twitch.tv/videos/2563735228
Thanks for making the UFO more visible, now I only die to the corn man lol.
Great stuff. Monsters feel more readable, tutorial handbook is also much easier to process and understand. Great gameplay loop.
The spooks do get kind of repetative though - that would be my only complaint.
I really liked it. Fnaf market was saturated but partially because of animatronics+cameras being used everywhere. Style is great. Finished both days.
+Looking for ingredients and thinking what to do with them tickles my brain in a good way
+Scare amount seems right for me
+There is a lot of mechanics and I liked it
+Really good audio
+Cooldown between customers (they wait before approaching) - nice
+News papers
+Different locations for each day(night?)
-Remove sliders from tutorial (completely missed them the first time) - whole text has to fit in the box.
-Pause screen needs "Continue" button, I know I can press "Esc" again but some people will reset the day(night?) by not seeing any other option.
-Honk should be before lights in tutorial (if we zoom to light switch we can't reach steering wheel)
/I would suggest drawing custom cursor (Mine for example doesn't fit the style
/Should cigarettes filter grow smaller with the cig? I get that you just scale the object down but it stood out to me, like I'm sucking the cigarette into my mouth (It's minor thing so idk)
/It was not clear if order of ingredients added matters (I would assume that not because of the game's theme)
/I was disappointed when I saw 2 dogs waiting and I couldn't honk at them to reset them
/Shotgun mechanic is great but even without time pressure I'm not sure if I can distinguish all bloody and non bloody NPC. I like that it's subtle, so I'm torn here, but technically punishment for confusion is not that high for that one.
/I wasn't sure what's the punishment for not making it on time (despite failing to make on time)
/After dying game seems to keep playing (?)
/At the end of day one I got caught by corn but I saw cutscene (Thought to myself: cool that cutscene starts playing if I spend enough of time of death screen) but than I started day 2 - Is it supposed to be that way?
/If I hold A or D button I would like for my character to keep rotating (for example every 0.5s)
/Never clicked S (it was not shown in tutorial but also would consider removing it and keeping A D movement)
/Switches didn't go off a single time (I was also wondering what's the difference between clicking one switch off and light off
/Managed to figure out all enemies by myself except for
Whispering figure (I would just ignore him, can he block food station that I have to use?
Jumpscare from above - I tried to avoid it but seems to me like "can't do anything in your face"
Does clicking radio do anything ?
/Normally it's clear you have to last till 6am, I assume I have to last 6hours - Maybe tutorial guy could tell us shift length
Bretty good overall. I like the tutorial guy explaining everything, but do we really need text with a scrolling bar? Maybe just make the window bigger? Especially when scrolling down and looking at next tip the scroll isn't reset so we have to drag it up again.
Good aesthethic: clients are distinct, sometimes funny looking, sometimes talking smack in grug-like fashion , monsters are okayish but I don't know if the ghost or shadow shouldn't be a little better drawn. And that white shiny guy, maybe more animation sprites? Anyway, presentation works with low-poly models, somewhat grunge-looking sprites and pictures of food. I think that *maybe* difficulty is too high for the first day. And first night. Overall maybe clients shouldn't ask for three cooked ingredients that fast? First night, the night of the spooks had that guy falling from the ceiling probably dozen times in one go, 3 times in a row. Of course, spooks and ghosts were there too. Is there a way to combat that falling from the ceiling guy? You can scare dogs only when there's a whole bunch and they start barking, but it should be possible to scatter them before there's a whole bunch of them.
Corn guy killed me at least three times. If you want to keep your players paranoid and constantly looking behind their shoulder if he's not creeping around, then congratulations, you did it. At some point during the first day I was just "place one ingredient - look forward - get second ingredient - look forward" routine. I relaxed a little in the night doing two ingredients at the time but cornguy would still be creeping on the side of the window. I even closed the shutters hoping that it'd be enough but apparently not.
I want more clients that just wanna take a slice of pizza. It happened maybe once.
Cool game. The presentation is great and it kinda reminds of the animations by Nobey One. As in, there are cryptids everywhere but they are mostly just dudes who want lunch.
I think the tutorial is quite comprehensive but I still kept getting killed over and over by the corn. Some information in the tutorial doesn't seem to be relevant at all but the little doodles in the notepad were quite useful. Cheesed to meet you too, by the way.
The text box has the scroll enabled. That is very annoying and the text is big to begin with so it shouldn't be a problem if you disable it.
The time management aspect is a little off. Orders have to be made fast, but then the next customer takes their sweet time walking up to the window. I feel like it should be the other way around, more time for orders but a shorter wait between customers.
Keep up the good work.
That game reminds me that is good that I do not work in food/restoraunt industry
The tutorial was a good idea because I had no clue what I was doing last time.
Good to know that some mutants are feral, for example. They are hard to spot.
It's a lot of frontloaded info though, you probably don't need to explain emergencies like the grill catching fire or the rats.
Also I didn't realize that there was a scrollbar on the tutorial so I missed half of it the first time.
Sometimes mutants ask you for one single raw ingredient and it took me a while to realize that they still want it in a bowl toast or shish.
Killer corn keeps killing me. I don't know what it wants. Am I meant to keep the mouse on it?
The note with the list of things to do is a better way to handle information than a tutorial dump. I think it would be cool if they were sticky notes around the track.
I didn't get far but I think it's fun.
I enjoyed it, every time I played I got to the end of day 2 and something caused me to restart the day, not sure if its preventable or not or if it was because I missed something, my first instinct when the ufo came at me was to close my shutters but that did nothing, I guess my next instinct would be to turn off the lights, or honk the horn.
Neat theming. Brings me back to my days in food service (so like two weeks ago) in the best and worst ways possible.
That being said, I feel like some of the obstacles are kind superfluous. The corn guy in particular bugged me (after I changed pants) since I had no way beyond looking to see if he was there. Which would be fine if - like in a 'Papa's' game, the food actually took time to cook - but if everything is instant anyway there's not really much reason to turn around.