Team Members: Ignacio Pizarro, Maria Ana Veiga de Araujo Ribeiro Hardisty, Florian Hauser


Milestone 1: Formal Game Proposal

 DONE


Milestone 2: Interim Demo

 DONE

Milestone 3: Alpha Release

 DONE

Milestone 4: Playtesting

 DONE

Milestone 5: Final Release

 DONE

As we presented with Professor Westermann alone, we did not make a presentation for the Final Release. Instead, we showed the game and talked about the underlying systems.




  • Keine Stichwörter

23 Kommentare

  1. Miguel Trasobares Baselga sagt:

    The game concept and logic seems pretty well worked, and the aesthetics look very good, cute cats! Having a releasable game seems like a good goal. I think that the hardest part might be including the upgrades without breaking the relaxed atmosphere, like if upgrades help you get some extra money, is it because you need to make more money in any way to progress? Otherwise I think you have the cosmetic upgrades (furniture, extra recipes, ...). How would two players play online, would they communicate via voice or in-game via bubbles?

    1. Ignacio Pizarro Garcia sagt:

      Thank you! Yeah, that is something we want to playtest a lot so thats why we would be going to Pizza Playtests. Rent should go higher with time and upgrades should not be a MUST to win a day but make it easier for the player to go through.
      Players would have to go in-voice through another app. Having in-game chat would be out of scope for the seminar, I think.

      1. Miguel Trasobares Baselga sagt:

        I see. Maybe you could offer some simple bubbles for the player to choose from in order to transmit general concepts like a "broom" for cleaning, or a happy face, similar to what the customer NPCs do.

  2. Giorgi Tsartsidze sagt:

    What I really liked:

    • The idea and game already look very polished.
    • Art looks really cute.
    • I already wanted to play Penguin Diner multiplayer, and now my dreams are coming true. grinning face with smiling eyes grinning face with smiling eyes 
    • The project seems very much executable during the semester.
    • Customizability will be a cool addition.

    What I can suggest:

    • The theme correlation to Road to Nowhere is pretty vague.
    • What I lacked when reading this was your focus on the upgrades. It definitely says upgrading the customer's patience or upgrading your speed. But is that it? Like if you want to hook the player to play and play this game, you need to not only add customisables (which you already have) but also more meaningful and fun upgrades. It is quite hard to imagine playing tens of levels without more upgrade capacities. (Maybe adding more tables, robot helpers, "Rememberbots" who remember the last orders). Of course, I understand that it takes a lot of time, but I would prefer fewer levels and more technical sophistication.
    • Steam multiplayer, while very fun, can be very painful to implement, and (even though Steam offers very cool API)

    Conclusion:

    Very cute idea and definitely can be made into a small indie steam game.

    1. Ignacio Pizarro Garcia sagt:

      Thanks! Yeah, balancing the upgrades and keeping them interesting while maintaining the simplicity of the game is something we are set to test and see how people react. Being too fast or having too many pop-ups simultaneously on screen stresses the player. Something we will for sure keep an eye on. Regarding Steam multiplayer, I already have some experience with it in Unreal, so how bad can it be? (skull)

  3. Baran Gürsoy sagt:

    I like the game and the overall coziness. I'm still not so sure how it ties into the concept that much, but as a game, it already looks really nice. Making a sandbox editor is definitely ambitious for a two-month timeline, but it's doable if you keep up with your schedule.

    One suggestion: for saving the game, I personally wouldn't use ScriptableObjects. There are more robust ways to handle saving, like using JSON or even some free save system assets. Writing to ScriptableObjects at runtime can cause issues. Unless something changed in Unity 6, they’re better used for read-only purposes. See reference

    Also, I would maybe add something to the story-mode to give the "road to nowhere" more.

    Finally, I used to play those web-based cafe games as a kid too, so this brings back some memories. I’d really like to try your game when it’s ready. Good luck!!!

    1. Florian Hauser sagt:

      Thank you for your feedback and tips, we will have a look at that!

      We are putting a focus onto the sandbox editor so we can design the planned Worlds easier (and design more in the future). We have planned a lot, I hope we can manage :)

      We will also think about how we can integrate the theme more into the story, right now the planned endless mode is our "road to nowhere".


  4. Yifei Liu sagt:

    As a casual game, I think this looks fantastic. I really enjoyed playing Overcooked — though I have lost some friends. I’d love to try this one too… just not sure which friend I’m going to lose this time!

    1. Florian Hauser sagt:

      Hahaha, thank you so much. I hope you won't lose any friends with our game though!

  5. Davide Mongera sagt:

    This game seems like a really good time. I love the cutesy aesthetic. The thing that I think clashes a bit are the upgrades, nor really the ones to the player but the ones to the cafe, like from your graphics it seems that each world is a different café but the description seems to differ. Also if the upgrades mean better ratings for the café does it mean that you can't customize it with any available furniture if you want the highest score? Usually more casual oriente player value customization a lot, but having to do at the cost of a debuff in score might be a pain point for some of them.

  6. Alexandra Colf sagt:

    The art style of your game looks really cute and I think the game would be a lot of fun to play and very cozy. I also like the idea of having to play rent each time. I don't think I've seen it in similar games before. 

    The sandbox mode also sounds like a lot of fun and quite innovative for a game like this. I would love to see how you manage to bring it to life, as it doesn't seem like an easy task.

    In my opinion, given the limited time that we have for this project, creating the single player mode, a sandbox mode and a multiplayer mode might be a bit too ambitious. I would consider leaving out the multiplayer mode. Balancing the game for both single player and multiplayer would also require a lot of extra work.

  7. Love the idea, looks very cozy and chill. The art style is cute and very cohesive, which isn't easy to do so kudos! 

    Since you have multiplayer and an editor, will players be able to play together in their custom cafes or is online limited to the bigger cafe level? Steam release is ambitious as there are always certain expectations of polish, features, and support for a released product, so I wish you the best with that. 

    Looking forward to playing it

  8. Jonas Hack sagt:

    Feedback Pitch:

    - Good job getting a solid start with the prepared art

    - Adding multiplayer seems a bit over scope. From experience, that costs time and tears

    - NPC AI system looks both interesting and doable :thumbsup:


  9. Reynard Jahja Saputra sagt:

    I had my fair share of playing similar games like Overcooked and Plate Up, and this reminds me a lot about them. I love the theme and the design, very aesthetically cute and well made. The game idea and mechanics look fun, easy to understand, and simple. I also like the different levels, which are based on the different animals that all have different roles in the game, which adds a touch of variety. 

    Steam multiplayer sounds great, and I hope you can implement this in due time. The state machines are also cool, though I would advise to be careful and make sure they don't get too complex. Wish you the best of success with this game!

  10. Ahmed Mohamed sagt:

    By far my favorite art so far, love the idea of a more cozy plateup/overcooked and definitely would play this with friends if I'm not gonna lose them like the other games.

    Your emphasis on a clean laid out codebase is very promising and points towards an actual release on steam within the time frame (Big kudos if you actually manage to do so).

    My only issue (probably my own misunderstanding) is how the game ties directly to the theme but regardless this is one of the higher games on my radar this year :) 

    Good luck with the multiplayer though!

  11. Katharina Benke sagt:

    I like the different levels in the game as they add variety which might be useful to keep a player's attention/motivation. One possible issue I can see is that if people want to experience the whole game, they would have to replay previous levels several times, so I think it would be important for you to make replaying the levels varied and interesting enough so it doesn't end up feeling like busywork only.

  12. Samuel Huber sagt:

    I love the game! Aesthetics and overall vibe are super cozy.

    Would love to see it published in the end.
    The addition of the new different levels are a nice idea. If you have enough time, maybe you could add a little achievement list, where the player can collect Steam achievements. Sth like "Served all bears without anyone napping".
    i think this could be done quite easily and adds a lot of play time for "hardcore cozy" players, that like some more challenge to the game, without loosing the vibe aspect.

    Super curious, how it will turn out!

  13. Maximilian Pfaff sagt:

    - Contrary to you guys emphasising that your game has only some features and is small, I felt like it has quite some complex mechanics and depth to it.
    - Really love the art style and mood you are setting, especially in the menus. I think this fits well with the game.
    - The balance between too many orders and being bored could get hard. A dynamic approach based on the player could be interesting here, similar to what you guys were talking about in your pitch, but also during a level and depending on the player's performance.

  14. Nikolaos Christodoulou sagt:

    I have to comment on how cute the artstyle looks and the idea as a whole sounds like something I'd sit down and play when I want to relax after a long day. I really hope you guys manage to release this on Steam! I'm also looking forward to try the sandbox editor as that's something I always love doing when I get my hands on games that include this feature.


    My only concern is whether messing around with the Steam API will halt the progress or affect the quality of the rest of the game. I guess depending on the experience you have using the API, it might take some time to make it work properly within your game; but honeslty it feels like you have a good direction thus far so I trust that your final game will be a polished one either way!

  15. Kristin Fratzke sagt:

    It looks super cute and it's nice that you already have a base to build up on. This will definitly be finishable in the time of this course.
    The coziness to stress level has to be very carefully designed but I'm looking forward to playtest it (I hope I will manage to recall all orders with my short attention span)

  16. Nils Hothum sagt:

    I love how you’re probably the only team in the course that didn’t overestimate themselves, I really feel like this is going to be one of the few games that’s actually finished and polished by the end. Can’t wait to forget all the orders on Demo Day already xD

  17. Sina Bolouki sagt:

    I played your prototype at GG Bavaria and liked it a lot! and with your move towards a more polished experience, it will hopefully become a publish-ready game. I think 4 levels (although replayable) might be a bit short but probably a good fit to the development time limitations. I'm curious to see if the gameplay gradually goes from cozy vibes to a challenging chaos in the last levels. 

  18. Bjorn Kühne sagt:

    The visuals are super solid already— it all fits together very well, and it's charming in a way that makes the whole thing feel cozy and inviting right from the start. 

    The different level themes + different character challenges sound very nice as well, definitely looking forward to playing the frog level! 

    I especially like the ideas of a multiplayer and a sandbox mode, which would make it appealing to more types of players - I for one would enjoy the sandbox mode most of all thumbs up

    However, I can see the multiplayer taking time to implement. I didn't quite get a good idea of how much you've already implemented, so this might be more doable than assumed.

    All in all definitely a game I would want to play and recommend to friends. raising hands