SUSHI-YA!

Dynamic challenge themed around serving customers in a sushi shop. いらっしゃいませ! (Welcome!)

SushiYa_Screen
 

ABOUT

Unity || C# || 2018 (Jan-Feb) || Solo Project

Simple game system built around a dynamic challenge: continual progress but no win condition.

  • Serving customers who arrive faster and faster

  • Giving customers the food and drinks they want by looking at their list and picking-up the correct item

  • Replenishing food as the shop runs out

  • Monitoring customer's mood through visual cues - if one of them gets too angry, it's game over!

TEAM

Solo project (inspired by my part-time job at the time!). I was responsible for the design, programming, and art.

SushiYa_Gameplay1_edited.jpg
 
SushiYa_Gameplay4

DESIGN CHALLENGES


  • Creating a clear and mostly wordless UI: visual cues for numbers, items depleting, customers' mood (colour and expressions)

  • Creating a smooth learning curve  that does not feel immediately or unfairly punishing: slow game start, nudging players to build a strategy

  • Building the difficulty around several mechanics: customer arrival, customer anger meter, shopping list length

  • Using playtesting to test difficulty curve, player journey, and overall clarity of the gameplay, objectives, and UI

 
Title Screen

Title Screen

Early Game

Early Game

Mid Game

Mid Game

Late Game

Late Game

Paper Prototype

Paper Prototype

 
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©2020 by Pauline Martyn