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I can tell that a lot of effort went into Lunch at SubOrbital and for that, great job! The mood is one of my favorite parts. I had a little difficulty playing the game do to a few things I had to figure out through trial and error. But I think that these are things that could easily be fixed with a small update.

As previously mentioned, I had some issues figuring out parts of the game. When a customer walks up and there order sits below the register, the items look like they can be picked up, which confused me. So I walk over to them, try to pick them up, then the customer storms off (I assume because I was interacting with them or the register?). After I stopped doing that, I was able to put the items in the box and ring them up. The second part where I had trouble was remembering which buttons corresponded to what food items. Having some in-game distinction to figure this out, or by having a few levels that progressively add more buttons and ingredients could help with this.

I haven't played many cooking / restaurant sims. But I do think that the restaurant angle for "combo" is a smart one, and an intergalactic restaurant with lots of wacky orders is a clever and fun idea!

The graphics were hit or miss for me. The kitchen felt a little bland. I like the sci-fi, spacey diner in the background of the game and think that adding more of that theme into the kitchen would make the game feel more vibrant. The same goes for the other employees in the kitchen. I would lean into the space theme a bit more and maybe add some crazy looking alien employees to the mix.

The music is one of my favorite parts and it feels very fitting for the space restaurant :)

The title crawl  adds a lot to the humor of the game. I would try to find a way to sprinkle that into the gameplay itself, as it is another one of my favorite parts! Also, the "HMM" that the customer gives when they storm off is also really funny to me.

Thank you for Lunch at SubOrtbital!