Unity || C# || 2018
Simple game system which presents a dynamic challenge, with 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!
Solo project. I was responsible for the design, programming, and art.
For this game (inspired by my part-time job at the time!) I wanted to make a visually simple game with a multi-layered challenge:
Create a clear UI: I created a UI that relied on visual cues such as numbers, items depleting, customers' mood reflected by colour and expressions
Create a smooth learning curve and a rising difficulty that did not feel immediately (or unfairly) punishing: allowing the player to learn the mechanics before being challenged, balancing the game carefully through playtesting
Create interlocking mechanics: I chose to make difficulty hinge on more than one mechanic to create a more layered and interesting challenge: customer arrival, customer anger meter, shopping list length
Allow players to learn over several playthroughs: I used the above interlocking mechanics to allow players to learn and refine their strategy (make drinks first, ensure food is replenished immediately, etc.).