Dev Log 1


Playtesting and Feedback

I managed to get a bit of feedback, both in class and outside of it. My friends are mostly art focused rather than gameplay focused, which I guess is important in its own way, but does make getting feedback on game feel and so on a bit more difficult. Still, I think it was helpful, and helped me push the final theme, trying to make sure things were faithfully representative of the culture, and add some visual clarity.


My girlfriend Dabin playtesting.

The big part of the class feedback that stuck with me was that it wasn’t clear what to actually do; I was surprised at that at first, which feels a bit silly to me now. Of course you ram into a raw egg with your plate to cook it, what else would you do? I guess it’s interesting how wrapped up in my own view of the game I can get while making something. 

Anyway, that was obviously important feedback, and as a result I put a lot of effort into trying to make it obvious what to do. It turned out to be harder than I expected to put 3D models into the interface, but I hope they make it clear enough what you need to do now. 

At this point, I’m really interested in testing in terms of balance on the timers, and numbers of enemies. I didn’t get the full level design settled until fairly late unfortunately--too late for the playtests, which was obviously a mistake--which meant I never got a good sense of how they felt for other people.


A screenshot from a playtest.

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