YOU’RE COOKED!

GAMEPLAY

DESIGN CONCEPTS

In this section, I will discuss my design concept through perspective of a player which includes, game mechanics, enemy behavior, and progression.

Lessons Learned

The Player Experience

WHAT INSPIRED THE DESIGN

  • ONE MINUTE ONLY: The goal for the gameplay duration was to create an experience that lasted only one minute. This inspired us to design a fast-paced game that would keep players engaged throughout the short playtime. Traditionally, puzzle games require more time to solve, so we wanted to explore how we could create a one-minute puzzle experience that blended the quick pace of our game with the problem-solving elements of traditional puzzle games.

  • RISK AND REWARD: As a puzzle game, we wanted to create a sense of urgency by having the player manage the danger of running out of time while also risking penalties for preparing the wrong meals. However, these mechanics alone could create a frustrating experience. To balance this, we rewarded players for successfully serving the correct meal to the boss by giving them additional time.

PLAYER ACTIONS & TASKS

  • BASIC ACTIONS

    • Move Arrow Keys / WASD: Movement and turning

    • Spacebar / Enter: Pick up or drop off food

    • Cooking Pot: To cook food.

    • Storage Crate: To combine and save ingredients.

    • Small Pot: To throw away food.

BOSS ACTIONS & TIMER CONTROL

  • BOSS ACTIONS

    • Movement: The slime boss will move continuously throughout the map.

    • Slime Ball: A timed attack that will “follow” the player’s direction and impact the timer.

  • TIME

    • Time Added (++): Successfully make and feed the meal to the slime to get time back to the clock.

    • Time Removed (--): Getting hit by the slime balls will decrease your clock timer. 

The Game References

WHAT INSPIRED THE GAME

  • OVERCOOK: The game Overcooked served as an inspiration for us as we developed our idea for a one-minute puzzle game. From preparing recipes to delivering completed orders, we wanted to create a similar experience that balanced cozy and enjoyable gameplay with the fast-paced chaos of managing multiple tasks under pressure.

  • KEY DIFFERENCES: We wanted to minimize unnecessary noise and keep the gameplay focused on simplicity. With YOU’RE COOKED, we did not want to add too many distractions that could interfere with the player’s risk-and-reward experience. Instead, we introduced a boss, represented by the customer, and focused the gameplay around successfully creating and delivering meals to them.

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Aqua's Dungeon