Play fusion tower defense
Restaurant Fusion TD Demo's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Playtested this one | #31 | 2.333 | 2.333 |
Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I like the setting for this. A tower defense game based on working fast food is a great idea.
We use Linux, so this was played in Wine.
The first thing I noticed is that loading feels very slow. I also wasn't always sure when I needed to click to advance and when it was just taking time to finish loading. The long load times, even for simple screens, made me not want to just click around and explore the way I normally would.
Once it loaded, I saw 2 red buttons with what looked like no text. Hovering over them the text became a bit more clear, but was still hard to read.
When I started the game, the text felt too slow, so I clicked to see if it would show it all. It looks like it skipped to the next bit of text, instead of showing the rest. I would suggest making the first click show all, then the next advance. I'd also increase the speed of the text. You describe the game as fast paced, but the starting experience feels very slow. As long as the text does not auto-advance before you can read it, writing it out faster is fine, as even slower readers can read at their own pace before advancing, but those who want to read fast or just skim the text, and get into playing, can also do so.
I found placing the "towers" to be inconsistent. I often had to move the items around until they indicated they could be placed, rather than being able to click and drag them to a known spot where I could place them. Sometimes it felt like I had to drop them in the middle of the table for them to be placed on a plate. For a fast paced game, the player needs to be confident in where to click to have things happen.
I got to the point where you had people wearing surgical/health masks. The mask got knocked off part way through. I'm guessing this was meant to be like an enemy with a shield, but this is a terrible way to do it! People wearing masks for health reasons is not something to make a joke of, and having your gameplay involve "attacking" them to remove their mask was reason enough to stop playing right there. I can understand wanting to add something symbolic of an increased challenge, but with all the serious health concerns going around these days, making light of people who wearing masks for health reasons is totally unacceptable. Maybe you could use sports or motorcycle helmets, or other non-health related items.
Thank you for replying to my game
first about the mask part
Actually the foods where "feeding" the customers,
About removing the mask part is actually it's like this
at first customer eats the food without taking out the mask after enough of eating the customer get off the mask to eat the food more better(or enjoyeable) as other defensive shields as like paper boat hat, cap , helmet and gas mask
Sorry for misunderstanding there was absolutely no intention to make light of people who wear masks for health reasons., as i said i make them get off the mask to eat more enjoyable way, and not disturbing wearers, i think i should add this note in the story part so others won't think about disturbing the mask wearers
About the fast-pacing was the game where you cook and place not the story, so yeah i should try to make it faster and show all the text instead of getting to the next part
And about 2 red buttons? i don't remember that part of my code about getting 2 red buttons?
And i would add the ways to place towers by dragging and clicking ways in the setting and changing the tutorial part
And thanks for replying to my game, that means a lot to me
I don't think there is a good way to make what looks like a health mask being removed work well, no matter the explanation given. It just looks bad in the current environment, especially with the mask being tossed off onto the floor. Even if in your mind it is to make eating more enjoyable, it is still discarding something meant to protect health for enjoyment, which is very irresponsible.
Here is a screenshot of one of the red buttons.
I understand your concern, to be honest i haven't received the similar feedback from others, if i notice from others too then i will change it,
The red button currently hard to seen, i am still working on the code and considering making changes if needed(like mask example. the design.).
So I'm just gonna type out some things that I noticed and give my final remarks at the end
- The black screens in between each "view" are really really really long, which detracts from the overal enjoyment of the game
- What is customary in games with scrolling text is that you allow the first click to finish the scrolling so all text is visible at once, and then allow the next click to skip, in this game a single click is skip which makes it so I can't read the text
- The tutorial mentions not letting customers in whilst still hungy, I believe that should mean don't let them out?
- The "A new type of restaurant to choose from" text fell behind the rating window when going from day 1 to day 2.
I really like the aesthetic of having food be the towers you place. I'd love it if you can work in some kind of dynamic play where food runs out after a while and you have to actively place new food items to keep shooting food at customers.
Maybe also work in a visual where their tummies get fuller and fuller as their health bar drains.
Maybe work with a filling up healthbar instead of a draining healthbar? to indicate people getting full.
Pretty fun game! Though not challenging at all. Some kind of way to add a more dynamics so tower placement becomes a more conscious choice, or some other kind of extra layer of interaction to improve player agency would be great.
Hi,thank you for playing and replying my game
1)so the black screen part when loading the map is taking really long to load the map and yeah i try to make it shorter
2)About the scrolling text yeah i should change that part for taking too long i will change it
3)is actually not letting them to getting in the kitchen(like the customer is not happy that they are still waiting and hungry)
4)Yeah when the achievement box comeout the text's become on the back and on the forth it's a bug right now i try to fix that part
5) i was thinking the same thing about placed food start to run out after a short time but then i thinked that in future times it will make it more harder but maybe in the full version i will add them
6)Actually filling their hungry bar is actually a good idea instead of draining it and making their tummies fuller by their hungry bar too
7)About the difficulty if played the first 5 levels(that teaches you the basic food towers) then after the 5th level you start to cook your own food towers, maybe teaching the basic might be very long like taking 5 days and making players think that the game is just about that
Thank you for your reply it means alot to me, i will make it better in the future
Took a try on this one.
There is lot I like in this game, but in its current state it clearly has not reached its potential, and game that could be potentially very fun and good game, is not yet.
I have played a lot of Tower Defence games, and what I really like is that you have brought a lot of new ideas to Tower Defence Genre (although at this point they dont work well yet).
I liked how the first couple of levels were basically puzzle games, but done in Tower Defence way, that was a nice twist, and also a very good way to introduce what different "towers" (in this case food) do.
I would however try to squeeze them into three levels instead of 5. It is not critically a problem, but when I got to level 5, I thought that this was all this game was going to be, and I thought that okay, it is a fun idea but they dont give enough puzzle elements to make this fun. However when next level with the cooking came, that was very much a nice change. Plus, what an excellent way to teach player in peace to learn to make these different kind of cookings, like fusion cookings, that he is to just make any 5 food with no time-limit. I liked that very much.
However, then came the first level where I was supposed to both cook and serve (place towers), at this point I really liked the idea of this game, but it isnt quite working yet.
Right now one big problem is that it is simply too hard. Took me several tries to get past that first cook and serve level, and when the second one like that came (I think level 10), after a couple of tries, I already gave up, since it seemed just too hard.
There are several problems currently with cook and serve levels, and I would suggest following changes:
1. While the idea of moving mouse to the edge of the screen to move between cooking and serving side is a good and effortless User Interface idea, I however noticed it became a problem for me, as I kept accidentally moving from one screen to other. Hence I would suggest make this to the options menu as optional, and add a possibility of, for example, clicking on the door to change the sides.
2. I am not sure if accidentally moving from one side to other was so much a problem, but what was bigger problem is that to move around in the cooking screen, you need to move your mouse and character follows it, meaning that when you are not in the cooking screen, character stays still.
This also makes the game extremely hard, as you cant really multitask, but you have to be placing the Towers in place real fast to get back to the cooking screen to be able to continue cooking.
To solve this problem, I would suggest you make things clickable, and character would then move to those places automatically.
This way you could first drop a product to the line, and then click to move towards getting new potato, and while character is moving to get the potato from the cabinet, you could go to the serving screen, and place the tower, when done, you would go back to cooking screen, and move the potato to one of the cooking spots.
This, I think, would make a huge difference to the playability and funness of the game, as well as make it much easier.
3. I would make couple of easier cook and serve levels, since one of the problems is that I didnt do a single fusion in either of these two, simply because I was already overwhelmed to just get couple of towers in place to avoid customers from getting to the door almost with no resistance, and multitasking these both things at the same time, makes it very hard to think about the fusions at the same time.
4. Consider slowing down the customers. I did like that they were fast in sense that playing the game didnt take long, but levels were very fast, as in, if customers would be slower, then game would take much longer to play, and wouldnt be as casual or quick-game.
However, one of the things that take a bit from the game on those cook and serve levels is that you cant really follow up what is going on on the serve side, which would be important, since now you are basically operating on the kitchen side completely blind.
Slowing down would help on that, but, I am not sure it is the right way to go, since it would change the games dynamics quite a lot.
5. Make slow down foods slow those people down more. Especially when game is already so speedy, I didnt even notice them slowing down. This made me even wonder if those slow down foods actually even worked (I think they did, but im not sure, anyway, point being, player wants to see that something noticeable happens, like customers actually noticeably slowing down).
6. It is bit annoying being on kitchen completely blind of what is happening on the serve side. It would be nice if there would be some indications on what is happening. At simples show energy and energy left on bottom of the screen for example. A more difficult version would be to have minimap showing both where customers are in the service side, in which case you could see where dots are disappearing, if they are, indicating they are not getting to the door, and in best case there would be even some indication on how much HP they have left.
More about the positive sides of this game.
I liked the story, it works as it is, there is no need to do changes there, well, actually there is one thing.
I on one level missed the story part (but I was able to see it by going back to menu and choosing this level, since then it displayed the story part again - good choice), since I was trying to speed up the text coming to screen by clicking mouse before the end, and it just jumped to the next text.
So instead of jumping to next text, when still in middle of the text, you could change it so that instead the first click makes the text instantly fully appear, and next click would take to next text.
Regarding the story, or the plot, I loved how you had made the towers be french fries etc. and idea being that you need to feed hungry customers before they reach the door. This was very funny and opened new kinds of options.
I also very much liked how some of the levels were puzzle like, as in, you didnt get to choose the towers, only place them, while some levels had both the cook and serve side. It is a really fun twist on tower defence genre on having to build these towers on another screen, just doesnt work currently. By the way, I have been thinkins something bit similar, just never had an idea that I felt like actually working, your idea seems like it can work, although right now it doesnt yet, as it is too complex feeling, making player feel too overwhelmed getting things done, especially since the difficulty is instantly very hard. That would there be some easier cook and serve levels first, you could then perfect making those food and fusing them, until getting to the more difficult levels, where time matters.
I also liked how you had that recipe book there that you could take a look on how all the foods are made, and also see their stats. For what bothered me in the first levels was that I didnt have much idea how much stronger some towers were, but that cook book solved that problem completely, as I could see precisely what they damage and speed were.
Anyway, I liked this game and I hope you work forward with it, since I think it might have potential, and could be real fun addition to curernt tower defence games, being bit different from the rest. I might even give this game another try at some point, especially if I notice it has been updated.
Thank you for playing my game and replying, so
1) About when you're cooking in kitchen you don't know what's happening in serving room as well for the kitchen too, I made it that way so you need to be checking that everything is under control but for the first levels I think you're right it might be get instantly hard so I will make it a lot easier for next like 15 levels so player could be skilled at doing the cook and serving
2)About slowing down the customer, the smashed potato is slowing down the customer just by 15% the best smashed potato is slowing by 25% maybe because of that it was look like they were not slowed
3)About the movement of the player I can make it so when you're clicking in one place to make player to go there, I can add it in settings so it can be changed at any time
4)About going to serving or kitchen room I will add this in settings too, there will be buttons to go to another room
5)About the story skipping I will be changing that part
6)About adding mini maps i might could add it for the full version because it might be helpfull
7)Also I made it that way so every 10 days you get another ingredient like egg in next 10 days you get another ingredient so player could make more fusions and strategies stronger setups
Thank you for your reply, it means alot to me ,i will make it better in the future