A game maker game that combines narratives with a fun collect/craft-recipes mechanism. Our idea comes from a cooking game that requires the correct combination of ingredients. Instead of having a failure message being displayed for distinctive combinations, I wanted to explore the chances of designing unique recipes. The clues provided in the game hinted at the perfect recipe, but the players are allowed to create their own — received with mixed results.
The game play is essentially a puzzle solving game, but a combination of small games as well, for example, the player has to complete certain tasks to retrieve their desired ingredients. The players are directed to follow the instructions at the start of the game so then they can learn the mechanism of the game through the conversation. If they choose to diverge and do something else, they are eventually led back to the designed path as the game could not proceed with proper instructions. The next step is to collect as many ingredients as possible: there’s no time limit set to it so that the player is allowed to explore the map freely before they decide to make a go at making the casserole. The final scene is triggered as soon as the player decides the ingredients to use.
I use humorous language in the game to create a casual and hilarious narrative style. The whole idea of creating the best casserole for comic books is absurd to begin with, therefore the narratives, along with different choices provided to the player are witty and funny. I also aim to provide hidden clues throughout the conversations between the players and the NPCs so that those who wish to pursue the perfect recipe could get a satisfactory result. Our gameplay could not stand on its own without proper background knowledge, we built the narrative to combine different sections of the games together.
I enjoyed making this game as I embedded interesting twists and turns into the narrative and gameplay. However, the game itself is not as challenging as I see fit as the mini games incorporated are straightforward and easy to follow. Again, the replayability is low as the players could easily get tired after a few rounds. This game is transformable in the sense that the player could be cooking different dishes to serve various purposes: and the landscope/map could be procedurally generated so that the players wouldn't get bored with repetitive processes like picking apples.