Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(+1)

I like the idea of the ding noise, I'll try to see if I can get that to work. 
I don't quite understand what you mean with the bug you described. If you mean the fact that sometimes one piece of food from the previous thing the tube dispensed gets dispensed with the next batch, then yeah I know about that. It's one of those unintended consequences of the unity physics engine, and I know a couple of ways to fix it, but personally I like it since it adds to the experience/madness of the whole situation.
If it's not that, then I haven't heard of it and I'd like a little bit of info, so you could maybe contact me at officialdesignerpip@gmail.com we can figure it out. Thank you so much for taking the time to play my game and give me some feedback.

(+1)

Yeah that was the problem, you just managed to explain it much more elegantly than I could. If you are using the Unity physics engine for it, perhaps keeping an array of the GameObjects for each food type that gets dropped from a container, and when that container is about to drop again, it deletes all the still-existing items in that array? Just brainstorming

(+1)

The simpler solution is to just add the DestroyFood() behavior to the doors (it'd be less memory intensive that way too, though keeping a list wouldn't be too intensive either). As food doesn't spawn touching the doors and it would clear it away if it got stuck. Though like I said, I'd much rather not change it as I like it with it in the game, more chaotic.