Please fullscreen for proper formatting

Controls

Click & Drag | Stab the skewer into the pot. Change depth based on how far down the pot you drag

SPACE | Complete the order

"-" | Clear/trash the current skewer and it's ingredients

Kat Kebabs

  • Skewering a pot of ingredients to pierce as many items as possible
    • Impacting timing, dynamic (things are moving around)
    • Skewering from the “top down”
  • Bag of ingredients
    • Skewer the correct ingredients (or close enough)
    • Ingredients float around in the pot
    • Ingredients refresh after a skewer is made
    • Timing like cooking mama (phasing timing?) and papa’s (customers orders will eventually expire, longer you take points taken off)
    • Gain cash for completing orders, use cash to increase skewer size + amount of ingredients in the pot
  • Quality of ingredients ++ score
  • Visual Reinforcement

A list of the patterns we have used for this project:

Difficulty Scaling:

Adapt or Die - Adding more mechanics or enemies provides new challenges for the player

Strategy Based Patterns: 

  Action Economy → When a player has a plethora of ways to act within a game, how do you introduce strategy in which actions to choose at a given time?

Limited Inventory Patterns:

Making Space → Adding a "cost" to items forces players to consider its value in relation to their limited inventory

Arrangement/Management

Rube Goldberg Machine → elements should be moveable or configurable by the player so that the player can set up a series of actions that will play out to create a desirable result.

Aiming:

Moving Attackable Targets -> When an entity has a special reward, make the entity a moving target to force the player to engage with the mechanics to gain that reward

Timed Patterns:

Beat the Clock or Bite the Dust - timed challenges as a tension driver

Think Fast - Short time restrictions lead to spontaneity but less thought out choices

Time is of the Essence - using timers to communicate abstract skill progression

Upgrades:

Learning the Hard Way -> Guiding players to value and understand their current tools before providing an upgrade to said tools.


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