Let's Cook Together 2

Let's Cook Together 2

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Let's Cook Together 2 – Feedback thread
Hi, hope you're enjoying Let's Cook Together 2!

We can't wait to hear back from you. Let us know about your experience. How did you like the game overall? Was pacing alright? What would you add, change or polish?

Please report any bugs you ran into – if we missed them, we can't wait to squash them.

Share your thoughts and suggestions and help us make the Let's Cook Together 2 experience best it can be!
Dernière modification de Banana Bomb - Yellow Dot Games; 1 juin 2022 à 7h22
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Affichage des commentaires 1 à 15 sur 35
Heyhou! After playing the first game excessively with my husband and doing the German translations for the game we were extremely excited about this sequel!

And let me tell You: We were not dissapointed!
First of: We are not through the whole beta. We only completeded the first six levels. During the first level we were worried about the open kitchen and that the game might go too far in an 'Overcooked' direction. But with the separated kitchens from level 2 onward the Let's Cook Together feeling came back immediately and we were very much into it!

Looking at the map, it looks like there is a big lot to do in the game! That impressed us.

The comic art style is cool and the very different recipes bring a nice new feel to the game.
The game runs very smoothly! No bugs occured, no lags, no problems.

Just two things that we want to note at this moment:
- We miss the edible characters from the first game. They were extremely cute, especially the banana and the chili pepper lady. The people introduced in this game kind of look like criminals. Sorry :/
- The map at first confused us. It did not immediately come to us, which level was the first to play and which ones were locked. Maybe highlight the playable (unlocked) levels more? Give them a shine or something?

Keep up this amazing work. We'll keep testing an letting You know about things we want to note :D
Okay, we tested further and we bumped into a wall. The game is incredibly difficult! What bothered us the most were the separating walls. Trying to remember the recipes while every other client runs away before we can even comprehend what they want *and* also trying to figure out where we have to stand in order to send each other items is too much for us to handle. Maybe tweak some of it? Give more time to complete orders or remove the blocking walls?

Also it'd be nice to know how many orders are left in a level.

For now we are going to let the game rest. We cannot progress any further without ripping our hair out.
Mike Karman a écrit :
For now we are going to let the game rest. We cannot progress any further without ripping our hair out.
What difficulty are you playing on? In settings you can adjust it :)
Mike Karman a écrit :
- We miss the edible characters from the first game. They were extremely cute, especially the banana and the chili pepper lady. The people introduced in this game kind of look like criminals. Sorry :/
Our story will tell more about our Chefs. Wait for Early Access to see more!
Mike Karman a écrit :
- The map at first confused us. It did not immediately come to us, which level was the first to play and which ones were locked. Maybe highlight the playable (unlocked) levels more? Give them a shine or something?
We are working on it! We plan to better showcase map but we wait for story "part" be done to do that :Forrest: :sothappy:
Dernière modification de Kerwish; 23 avr. 2022 à 10h14
Kerwish a écrit :
What difficulty are you playing on? In settings you can adjust it :)

Heya, thanks mucho for the reply!
We're playing on normal. Do the walls disappear on easier settings? :)


Kerwish a écrit :
Our story will tell more about our Chefs. Wait for Early Access to see more!


Oh, we're excited about that! :)
Mike Karman a écrit :
Kerwish a écrit :
What difficulty are you playing on? In settings you can adjust it :)

Heya, thanks mucho for the reply!
We're playing on normal.
Try then on easy!

Mike Karman a écrit :
Do the walls disappear on easier settings? :)
We may take consider that, walls should not blocking the throws on the easy difficulty level
Dernière modification de Kerwish; 23 avr. 2022 à 21h28
Jahoo  [dév.] 25 avr. 2022 à 6h08 
Hi Mike, thank you for playing and all the feedback! It's very important to us as you are one of the most die-hard fans of Let's Cook Together 1 :-)
Your point about difficulty is worrying, especially since you're a veteran. Can you confirm/elaborate:
1. Did you struggle to get the bronze medal on Normal difficulty? What level did this problems start in?
2. We the fact that throws (and serving) are blocked by walls un-intuitive (the UI is far from it's final form) or just added one too many things to control and made the experience too tedious?

Disabling throw blocking on easy is a very nice idea - I'll add that onto our kanban.
Jahoo a écrit :
Hi Mike, thank you for playing and all the feedback! It's very important to us as you are one of the most die-hard fans of Let's Cook Together 1 :-)
Your point about difficulty is worrying, especially since you're a veteran. Can you confirm/elaborate:
1. Did you struggle to get the bronze medal on Normal difficulty? What level did this problems start in?
2. We the fact that throws (and serving) are blocked by walls un-intuitive (the UI is far from it's final form) or just added one too many things to control and made the experience too tedious?

Disabling throw blocking on easy is a very nice idea - I'll add that onto our kanban.


Hey Jahoo!
Thanks for Your reply :)

We did quite okay until the end of chapter 3. Even some silver medals on the first try.
But the first level of chapter 4 hit us hard. And with all the elements to handle, the walls were just too much, yes.

At first we didn't really realise that the walls were blocking us. We thought we ran into a bug. But we did figure it out and with a simple tutorial the walls could easily be explained. No worries there.

But in the aforementioned level 4.01 it felt like we couldn't do anything we wanted, managed to complete one single order and then we couldn't get anything done anymore. That's one tough level!

And if that is the plan (to have a steeper difficulty curve) then that's fine! But for us it's a little much to handle. :D
First of all, after having spent hours on the first opus, we were thrilled to discover this second one, and we did enjoy every minute spent on it so far. :steamthumbsup:

We managed to go through all the available Italian levels within 3 hours, and here are the few things we noted.
- At first, the UI seemed a little too formal and serious to us for a cooking game. The font and the colors are sometimes a bit cold and blunt. Once again, the shades of blue, red and purple as well as the sharp contours of the UI reminded us sometimes more of some "technical notice" from a futuristic robotic game than a cooking game. We assumed some BG story will come to support these later, but in terms of gameplay it was a bit blocking us to immerse into the game from the beginning.
- When we overview the map with the flying saucer, we also felt like some more automation and guidance could have helped. Many times we were missing the next spot, and we had to rely on the shadow of the flying saucer for finding the spot more accurately.
- The coins and the Ω system wouldn't have suffered to be introduced slightly earlier to point out the general direction. Also, on a similar note, the UI and the sounds when upgrading and unlocking stuffs was not that cheerful to us - we were not sure if we succeeded or not when purchasing upgrades (but that will probably come along with more sound animations later).
- The colliding system was a bit confusing too, but that was more likely only for few levels (when we shared the same kitchen for two, without any separation at first).
- We also struggled a wee bit to notice the positions switching button: "Press X to switch positions" could have been made more obvious, especially regarding the special skills of each character.
- Talking about things that ought to be more obvious: the money and order count is not displayed until we finish the level and are able to check the final scores.
- The general difficulty seemed to increase too fast - even for two "hardcore cooking gamers" like us - though we played in normal mode. The wall system (and especially the double walls) confused us a bit and it was not that easy to reach the 3 thresholds in every level.
- The pizza levels are all quite entertaining though, despite the wood refill sometimes quite challenging. We did encounter a little bug (that we recorded if you need it) when baking a "white pizza" at the same time as a "bready cake" (we forgot the names atm): it was no longer possible to move any ingredients (taking them out of the oven, or even getting new ones).
- We also loved the art of the recipes, it's quite clear, simple and easy to understand (even for people not familiar with the local specialties - which, let's say, was not the case with the Indian levels of the first opus).

Our apologies if we've been too wordy, but we tried to make our feedback as constructive as we could. Hoping it'll be useful, cheers, and thanks for the fun, as usual. :steamhappy:

E&A
Coming from a friend and I who never played or even heard of this series before, I really liked it. Having played and being very experienced with Overcooked and other games like it (both cooking and no), I feel that the trowing mechanic is what really sets it apart and makes it different to every other game out there as it took us quite a while to get our heads wrapped around it.

We were paying on normal, and would average between two and three star completion, which was due to us trying to be more efficient and picking things up we didn't actually need, and have to throw it in the trash which would cost us some points. The only times we got a single or less star was when we were royally screwing up due to forgetting recipes and trying to get used to the mechanics, as you have to think and approach it differently then what you are probably used to.
I think with more practice and getting used to the different mechanics, we could probably hit the three star mark as standard but we would have to be pushing ourselves to do as good as we possibly could to achieve it.

The most annoying thing I found regarding the first walls level wasn't the walls themselves, but how in order to line up the throw you had to stand close to the bin, so if you weren't careful and pushed the wrong button there goes the food you spent all that time making (which did happen to me). I'm not sure if that was on purpose to be placed like that but even though it is still a mistake on the my part, it still didn't feel fair.

That was as much as we had time to play, maybe we will get a chance to play the rest before the fest ends but either way I'm going to keep a close eye on the game for when it comes out as it was ultimately a lot of fun.
Dernière modification de [ZSU] Dave247; 20 juin 2022 à 4h11
There's sound effects and probably some soundtrack missing, but it could be because it's a work in progress.

I preferred the old aesthetic and characters, now everything looks rundown and dirty and the characters look sad or distressed. The old art style was clean, endearing, and probably more readable at a glance. I understand you wanted to try something new and have different characters with different skills, but maybe you could add the old characters as unlockables or easter eggs?

The shape of Italy and its regions a bit of weird too, I imagine it's because of how the map is built (hexagons?). But it's still neat seeing all of that in a game.

The gameplay is basically the same as the first game, which was a godsend after having finished all that Overcooked had to offer, so that's good.
I think that many people, who finished the first game and then move on to the second may be disappointed during the early minutes. The change from a fun cooking show with cute characters to a dystopian food government with clumsy characters and dangerously angry people waiting for their food might have been a little too big. Even for me as a horror fan. I also hope the characters of the first game can be added as unlockables or maybe an inexpensive DLC.

We also thought, that the kitchen is quite small, not sure if it was planned like that from the beginning or if you wanted to include the outside environment into the levels. The colors are also a little too dark and/or similar to the food, and we sometimes needed some time to find the right ingredients as they weren't very obvious. Compared to the first game, this one seemed more difficult in the beginning. The gameplay is fine, everything seems to work normal. On the map - just like someone mentioned before - we also looked on the shadow of the UFO to get where we wanted, maybe it's possible to let the UFO automatically fix to a position of a level when flying over it.
Thanks for all you feedback!

Pattern a écrit :
Maybe you could add the old characters as unlockables or easter eggs?

Great idea :steamhappy:

PurpleBerryTW a écrit :
Dystopian food government with clumsy characters and dangerously angry people waiting for their food might have been a little too big.

It's all for a story that we want to tell. We currently working on cutscenes system, Please feel free to join our Discord server [discord.gg] (link also on Store page ) We will post some concept asset from that process on days :KSmiley:
I was thinking more about the game following what I initially wrote and wanted to share that also.

I think the main difference I would describe your game to others in "overkooked" like genre (that also includes non-cooking games like Tools up as it's the same concept), is how they all focus on speed and efficacy as the main skill/challenge, while yours put a lot more focus on accuracy.

Going back tot he example of losing points/money when you throw an item away for example heavily encourages you to make slower, more calculated actions which my friend and I aren't used to in this cooking game like space, but I know it's something we can adept to with practice.

I think this point/concept is the main thing that makes your game really stand out in the sea of all the other video games out there. I personally enjoy it for being something viably different as it forces me to have to think differently then I'm used to, and I'm sure there are others out there who would straight up prefer your game over all the others due to this fact as they dislike the faster, chaotic pace, being unable to keep up with it or find it too stressful.

It's something I think you guys should try to capitalise on especially when it comes to marketability, to not just say but show people "hey were not just another overcooked clone like all the others out there on the market". Though how you would actually go about it would be the challenge, as it's not easy to convey with just words and trailers.
I suppose that's what the purpose of having a demo that can be played, even long after the game's release, though maybe that's what you guys were already thinking and planning to do?
Thanks for your feedback!

ZSU Dave247 a écrit :
I suppose that's what the purpose of having a demo that can be played, even long after the game's release, though maybe that's what you guys were already thinking and planning to do?

Exactly! The demo is here to stay for quite some time. We want as many players as possible to get the taste of the game – and hopefully, come to conclusions similar to yours. There is A LOT of content coming that will make Let's Cook Together 2 both more fun and creative – on top of what's already there. Being able to play the game early on should make all future additions more tangible.
Had some more time to play the game with the same friend, getting up to level 5-2 (how many free levels are in the demo anyway!?), though I'm not sure if maybe we're just not doing it right but this level seems very heavily skewed tot he player at the top needing to do 80% of the work, while the bottom player only has 20%, and mostly just gets to stand around waiting for the top player to give them the thing they need.

Maybe swap the two grinders, so that the bottom player has a active cooking thing they need to do, or move the chopping board to the bottom?


On a different note, when it comes to difficulty what I keep struggling with the most personally is trying to remember all of the different recipes. For whatever reason I keep getting confused and it's only through multiple restarts that we are able to achieve the 75% achieve score that I mentioned previously, which still means we are making errors such as missing a single order and throwing out a few food items.
I'm not saying the game is too hard, but it is certainly challenging! In a good way, I think.
Dernière modification de [ZSU] Dave247; 6 juil. 2022 à 3h08
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