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The whole game takes place in the store, kitchen & greenhouse environment, but there is a story line and characters you can meet in the bakery ^^
Some suggestions:
- A period of time before you open the restaurant to water plants, fill the display cases, add wood to the stove, etc. It's a little hectic even at the beginning to keep up with those things. Sometimes my plants are wilting right as the day begins.
- An indicator for how much wood is left in the stove.
- Perhaps a sprint toggle or upgrade? Kinda hard to sprint, move, and press space to interact at the same time.
Great game though, I had a ton of fun with it and can't wait until it's released. :)
2. An indicator for how much wood is left in the oven.
3. The ability to click on items to interact/move. Keyboard only is a little awkward for me, personally.
-The arrows you cant bind, but they work for movement, so they work at the same time as wasd, more comfortable using arrows and space bar and shift. Just to notify that the arrows work!
-Long hair style, only medium and short are in the game now.
-A way to expand the buildings. (Really expand, more restaurant area/floor, for even more tables for example).
-A way to empty carts when you are not using some of the ingredients or ended up putting one ingredient by mistake.
Maybe an idea, to refrain the game from every level feeling like it's the same thing over & over with the exception of a small upgrade (if you've made enough money that is) would be to be able to expand your menu quicker than the 3 slots. I was quite dissapointed that these 'level ups' basicly ment nothing to very little as I would have to cut other pastries/candies out.
In order to have the day be more 'manageable' with more than 3 pastries a day; allow us a limited prep time prior to opening our day (or keep it limitless, up to you really) where we can prepare multiple mixes for the pastries; even already bake some of them to have a 'stock' for our customers. Maybe what we prepare could also depend on what's popular for that day; i.e. some kind of newsletter/trend ?
Just spitting some thoughts here. Hope this helps you.
Well done on the game either way.
Just four quick notes:
1) Does the cat cafe upgrade do anything other than aesthetics? I'm trying to determine if there's additional money we make for cats being adopted or something but its hard to tell since when the cats are adopted I'm usually running around lunch rush and not watching the money bar, and there's not really a cash inflow breakdown at the end of the day letting me know what brought in the $$. If we do get money or if it IS just aesthetic, maybe mention it in the upgrade information or when the ghost talks to us? so we know if this is just aesthetic or an upgrade where we get a fee for the adoption so people can determine how to rank it verse the other upgrades we are all buying!
2) I'm getting a bit of issue with double selection. sometimes when I pick up the broom my character will immediately put it back down? which is stressful when I'm already springing off towards food puddles and have to run back again. Sometimes this happens with the water can too. I've noticed as an addendum, that sometimes watering the cocoa tree will in the same action put the water can away, which I'll realize only after I'm at the cherry tree and pick up the cherry instead of water the tree which can be a bit (ARGH) when time crunch is on! :-D (maybe the cocoa hit box and watering plant shelf hit box have an overlap point int he UI? that can be cleaned up?
3) can some of the key bindings be expanded? I was trying to experiment with moving the sprint button or the interact with object (pick up food/broom/etc) to the mouse so I could move with left hand, action with the right, but the UI will not accept mouse command inputs for those two actions.
4) This is purely aesthetic, but I'd love if we could get a breakdown of income at the end of the day so I could say, WOW my cherry arts really pulled their weight today but dang my apple didn't. Or even some additional day to day variety to make the days more fun, and obviously let us know the day before like the ghost warns us OH no tomorrow is the Strawberry or Honey festival or something, and the next day If we have the appropriate menu items, either the customers are more excited for those items and buy them from the counter stands faster or order them from the menu when they sit down without having to be asked, or have a longer patience bar for those items, or even just the day before the tip % goes up more if you have items that meet the holiday requirement present. Something that kind of adds even more challenge/reward to our menu. As an addendum or variant it might be fun if we had change through the day to table customer and kitchen counter order behavior, table customers during breakfast time (and people picking things from the display stands) have higher demand (table will more likely order and display customers will shop faster) for bread and egg things during breakfast, but towards the end of the day higher demand sweet things, but during lunch its a free for all?
None of the above (except maybe number 2) is truly an issue for me; however, because the game is already so danged fun and enjoyable. :-D