A cooking game where rats are trying to steal your food.
You need to stop them by spraying them with water. All whilst cooking dishes to
wow the harshest Paris food critics.
I had an idea for a cooking game with as many physics as possible.
The hardest part was balancing the game so that the physics aspect made the game more fun, instead of being frustrating.
Additionally I had the extra challenge of me wanting to include the Rattatouille movie,
meaning I had to incorperate the main character. Remi the rat.
Originally I was going to put Remi on your head, but that would be wasted space on your screen without any added fun.
So to still incorperate the rat I instead turned him into an enemy that tries to steal your food.
This was huge in terms of gameplay variation.
The game also needed an engaging way to complete it, which I did in 2 different ways: reviews & a countdown. Either you deliver all the orders in your order list or the timer runs out. Out of the orders 3 random ones will be food critiques, so you don't wanna deliver any burnt food as to not get a bad review.
For the cooking mechanic I used Unity's Scriptable Objects, inheritance, polymorphism & MVP. This allowed me to combine
the logic every food and every cooking utensil would need.
This allowed me to easily add more utensils & food as needed with little to no added difficulty.
Although the game is fun when it's working, the physics make for a lot of not so fun side effects.
The game requires you to be too precise. This causes a lot of wrong grabs f.e.
The game is fun when it's working, but too frustrating when it's not.
I added a lot of polish to this game, but one mistake I made was not playtesting. I made a fully working demo before making the whole game, but I didn't have anyone playtest it. This led to the game needing a lot of changes when I did ultimately let someone playtest it.
Unity
C#
Physics Simulation
Game Design
OOP
MVP
User Experience
Maya
Substance Painter