Unfortunately I think this game was just trying to be something a little bit too complex; too many possible types of interaction (with not enough guidance/feedback for each). Lots of signs telling you what to do with what, but I was moving things around, putting them on boards etc. pressing E all over the place and none of the food appeared to be processing.
Games are fractal. Good quality games are made up of tiny good quality minigames. I think a good reference point for the type of thing you were trying to do "i.e. Overcooked but first person" would have been something like the potion brewing minigame in Kingdom Come Deliverance 2; a few different things to do, but without all the dead time wandering around between stations, and too many operations which don't have any animation/feedback etc.
Viewing post in Rock and Roast jam comments
Hi! First of all, thank you for your feedback. I really appreciate it. Initially, we wanted to create a game with a stress factor (like Good pizza, great pizza). During the game's development, we ran into a few small hiccups, and out of fairness to all the game jam participants, we decided not to exceed the time limit to fix them.
In short, the idea of the game was to emulate some of the dynamics of some cooking games I've played, and it also needed to include a stress factor. (For time reasons, due to the hiccups, and to make the demo less demanding), we preferred not to expand it too much.
As for the random placement of items, that's intentional. In the larger game, it's the player's job to be organized so they can deliver everything correctly. When we finish the refinements, we'll adjust the placement of objects exclusively in the work area.
If you've encountered issues with chopping, cooking, or delivering, unfortunately, that's normal. We were supposed to fix it, but that infamous glitch didn't work... I hope you enjoyed the game concept and that you finished the game.
We will keep in mind your advice and the references you gave us.
Thank you again for your feedback.