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In the first game there were bonus objectives via email, or ones you can buy with tokens. I know there are a ton more items than the first one, so it could be tricky, but I loved doing those bonus objectives. I either invested my own money to try and double it, or spent a valuble token to try and win big. If you lost then you were out of money or wasted a token, it just made it feel that more immersive. II don't see any of those in the 2nd game. So really there is no incentive to change up your menu unless you are trying to boost your buzz. Basically there is nothing for me to really care about.
Don't get me wrong, the game is still fun to play, but it's missing that progressive/immersive element to it.
You know, when starting this sequel, I knew that the first game had some massive progression issues. I wanted to make something completely different in the sequel, while maintaining that core element of food prep and expanding on it. I think that the gameplay part of the game I nailed really well. I spent over a year just in the fundamentals of gameplay alone, tweaking the UI and creating a fun balance of chaos and management.
Unfortunately, I only left myself a month for menu design for the main menu and front end. And that, in retrospect, was a huge mistake. All the problems you mention- the game not being concise on what unlocks will bring, the simplified upgrades menu for equipment, random unlocks of objects and such, can be tied to the limited window I gave myself. A lot of the updates since then have tried to rectify that a bit and I'm really proud of how the game stands today. But there's no denying that my decision to spend so little time on menus was a big mistake.
Another mistake I'll readily agree was a bad decision was having foods being locked away in a random order. I would not do this again should I make a sequel or spinoff of some kind down the line.
So why not go back and not have foods locked and such? The game's campaign is completely tied into the progression of unlocks and I'd basically be overhauling an entire segment of the game that people are already starting/mid-way through playing, and that will lead to even more potential for bugs, problems and issues. And I know a lot of people love the game as it stands today, and to radically change the dynamics of the game now would be making another segment of the player base upset.
I'm definitely taking what I've learned from feedback and reviews and I know, should I decide to do another CSD game, that it would be yet another dramatically different kind of game like CSD 2 was to CSD 1 because it's way more fun to make new things. But I won't be making the same kind of mistakes twice, that's for sure. That's the hope at least!
Thanks again y'all for the great feedback! I'm always learning from posts like these.
You did nail the gameplay just fine, and I thank you for making 2 great games. I understand that certain additons can't be made to the game without screwing up what is already in place. If you did make another CSD, I would love to see a Career mode that challenges you just as much as the gameplay. I think you were on the right track with the first game as far as Career mode went. There were choices that felt meaningful and I had reasons to want to change my menu. With this game I don't feel the same way. I think it's very important that the player feel immersed in the game and actually care about what is going on. I personally didn't have a preference if I was working in my own resturant or someone elses. I just didn't see anything to strive for.
It's just constructive criticism to what I think would make the game a whole lot better. Again, thanks for making 2 great, and addicting games. :D