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(1 edit) (+1)

I'm so glad you guys did a puzzle game because I love puzzle games and your game has great potential too. For one, I like the visual style that you went with, I think it worked for the game you were going for. The watermelon in the background was cute, loved it. The pipe-style puzzle was a good visual fit for a game in the kitchen (professional kitchens have a lot of pipes so it makes sense for the puzzle to be of pipes!) and even the two levels that I played were designed well.

But, I do feel like the game can be improved a lot. Firstly, as much as I loved the visuals, the chef's animation wasn't perfect and was glitchy so that needs to be fixed. Secondly, the game was too dark. It took me a moment to figure out  what the game was actually about and where I had to look on the screen to play the game. So I suggest brightening the game in general especially because this is a cooking game right, and the vibe and the mood that I wanted from the game was that of happy and jolly and everything's going to go great! But it didn't feel like with how dark the screen was. 

The lack of music slightly diminished the gameplay experience, I recommend kay always add background music because audio is a major attention captivating factor. Without music, people won't stay for long to play the game. Even the sound effects chosen (especially for level change/start) I wasn't a big fan because they gave a very evil/eerie vibe which contradicted the cute visuals you know. Always try to write down the mood and the experience you want to provide to the players so that anything you do in the game revolves around it [For eg: If I was the developer of this game, the mood I'd want would be one of jolly and light-heartedness so the music and sfx I'd choose would be upbeat and happy although I'd use the same visuals because I really like the visuals].

Also do add menu buttons in game, especially a pause and a quit button. Extremely crucial for every game. 

Another thing that I feel like can be improved in the game is the "satisfaction factor" because with puzzle games, people like seeing the fruits of their labour (tbf this is true for many games not just puzzles). Like if I, for example, solved the pipe puzzle, I wanted to see visually what effect would it have on the game - like was there a purpose for the puzzle to be of pipes, could it be anything else? I did see the burgers move on to the plate every-time I solved a level, but visually as a player I did not feel like any connection  between solving a pipe puzzle and a burger magically moving onto the plate. Like, one suggestion that I had was to maybe make the pipes a drink dispenser?  Like there's a glass underneath and when the puzzle is solved, drinks pour in the glass and we see the order being delivered. That give the player the satisfaction that their actions actually had a purpose. 

But, regardless of my extensive lambi feedback, do take it with a pinch of salt and still be proud of the game because it is still a great game and an amazing concept! Great Job!

(+1)

Thank You very much for your feedback. We can definitely learn a lot from your feedback and will try our best to keep in mind everything you said and not only implement those things in this game but all the games we will try to make.  We will update these things in this game and then definitely love to get your feedback again