This is a fun interactive 2D cooking game that users can play in their browser using wasd and arrow keys.
This is a fun interactive 2D cooking game that users can play in their browser using wasd and arrow keys.
Hello everybody, this is my second ship for my project Cooking Competition and it is a 2D game made in Godot version 4.6. This might seem boring, but once you enter the cooking realm you will star completing orders, using different appliances and talking to customers. This is a neat little project that I have been working on and plan to take to the next steps, such as adding multiplayer, more audio/music options, theme changing (since my last ship I got recommendations to change theme and songs). Anyways I hope you guys enjoy it, if you find any bugs I would appreciate it. I also tried spending as much time as I could since I have exams coming up, but give me your honest feedback, thanks!
Hello everyone, so I just wanted to talk about everything I did this whole project because honestly it’s been a lot. After my last ship I was kinda down ngl, especially seeing that 6x multiplier. It felt like I worked so hard and people still weren’t really feeling it. But looking back, before this it wasn’t even really a game, and now it actually is. You can go play the demo and it actually feels like something instead of just random scenes glued together.
Most of this project was me fixing bugs nonstop, moving UI around, rewriting text, trying to make everything easier for y’all because everyone kept getting confused. I changed fonts, fixed animations, cleaned up the home screen, fixed Area2D collisions that were literally ruining my life, made the stations clearer, added instructions, and just kept trying to make the whole thing feel smoother. Every time someone found a bug I was like “bro please,” but I still went in and fixed it. I swear half my time was just me staring at the screen like “why is this breaking again.”
Now the game has way fewer bugs, the loop actually works, and it feels way more like something I can be proud of. But I’m not gonna lie, it’s been rough seeing people bring me down while I’m trying to make something fun. So yeah, I’m taking a break. Just a month to chill and not stress over every tiny thing. And after that… drumroll… STARDANCE. I’m excited for that and I think I need it.
When I come back, I want to add stuff people asked for maybe multiplayer, maybe letting players change the theme of their place since apparently everyone hates the colors, maybe better background music, maybe more customization options. There’s a lot I can do once im not stressed since i got exam coming up, but thanks yall ccya!
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Hello everyone, I ment do devlog this yesterday but I am doing it now, so lets get started. After taking a break from this and working on my kernel game I am back (for the kernel sidequest). Since I can only basicaly do 1 project per sidequest I wanted to spend some time on that. Anyways I basically worked on graphics, user appealing, and bugs. SO first I adjusted the character animation, so now it looks like they walk in from the side and exit on the other so it gives the view of different characters/people walking and ordering. Second as you see in the screenshot there is that red panel, that shows when you get a question wrong. So when you do the wrong order or send it without packing the red thing shows up and shakes. I am thinking of connecting it to hearts, so player has 3 lives, and they have to do 8 orders. That should be fairly easy but the real catch is at the end, it displays the time the user spent playing and the orders they have done. That is basically the competition but I was thinking, I probably wont be able to expand it in flavortown but i can take it to star dance and make it multiplayer. SO those are mainly the things I did for this devlog, but also there was text in the wrong place, and some places the area bodies colided, so I had to go and edit it in the art software, which was not too hard but it is so repetitive because I keep doing it. Anways that is all I have to say, thank you guys, see you in the next one!
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Today was a pretty productive day overall, especially with the deadline for Lock‑In and Flavortown ending in LESS THAN A WEEK. I focused mainly on polishing the gameplay experience and making everything feel smoother and more intentional. One of the first things I worked on was the animation system. Getting the NPC animations right makes a huge difference because it helps the game feel more alive. Now when the NPC walks up, the movement looks much more natural instead of stiff or robotic.
I also added a trash‑can mechanic that lets the player remove items they don’t want or accidentally picked up. It seems like a small feature, but it actually improves the flow a lot. Players can fix mistakes quickly instead of being stuck with the wrong items, which keeps the game from feeling frustrating.
Another big part of today was working on the ordering system. The NPC now walks up at random times, and when they do, a set of randomized functions triggers to generate their order. Based on that, the text bubble appears with the correct items inside it. I’m still tweaking how it looks visually, but the core logic is working, and it already feels more dynamic.
Next, I want to make it so players have to unlock items in the shop instead of having everything available from the start. I think it’ll add a nice progression system, but I still need to figure out the best way to implement it.
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Hello everyone, I started working on my game after my recent ship, I am coming up with randomized orders, so when users play before it would be like “Ok I am making what ever I want and now it displays what I did” but now we are coming up with Customers Introducing customers to cooking competition, there will be customers that walk in with cool walking animations, and they have different orders, so this now brings excitment and fun to the game instead of just seeing how it works. I have currenly just built the logic in the script so like the randomizer, and the checker. So currently I have a lot of variables, for all the pizza toppings, and everything that you can get in the game. so basically im checking if and item is visible and if it is needed with the randomized numbers 1 and 0 (1 is true) (0 is false) and based on if they need it or not the variable will be true or false, and this will determine if they get coins for that or not so if x == 1 .visible fruit:. I think in these next few days I will add coins feature where users can buy the juicer, and the coffe maker, and they should start out from just the pizza maker. Anyways I think in the future I will be researching how to make the godot games multiplayer so people from different devices can play with eachother on the network. Anyways that is it bye!
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Hello everyone, welcome to my game Cooking Competition. This is an interactive time based game, where you see how many orders you can make in certain time. Currently you are racing against the clock, later on there will be more features such as customers and certain orders and getting coins and saving progress. This game uses WASD or Arrow keys and E to interact. All assets were made by me, as that makes me feel accomplished. This game is like a relive game as I just recently made my 3D game which was very complicated and now going back to 2D games feels nice. Anyways I hope you guys like the game, and before you start I recomend reading instructions!
Hello Guys, this is going to be the last devlog before the first ship. This ship is more like a proto type so I know what people think, and also so if there is any bugs it can be found out fast. Also I am planning on expanding this game in the future to make there be customers that walk in (different customers) and order different things, so it puts people on their toes and they have to complete each order in a certain time. And this will allow me to add the trash can, which if users make a mistake in their order they will have a trash can to through stuff away, I already have an idea how this is going to work. First there will be buttons over all the slots, and users can press a button, and then walk to the trash can and press e the code would would be likeif area == 3: $pizza.visible = false so based on what button they pressed area would be different, and all the stuff on that button would be gone, (like not visible and in trash) and that would allow them to go back and make stuff at that station again (re-enabling it) and making the game more entertaining. I was getting ideas like making the game multi player (not on same device but that might be a good idea) like ideas where they can connect or play with recordings of other players at different times and see who wins, and they can get coins based on that, and there would be a leader board. But I think that is like more of a html thing and I cant really do that in godot. But these are good ideas, always keeping my brain ready for new tasks. Anyways see you guys, I will ship my project and wish me luck!
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Hello everyone, welcome back to another devlog! We’re getting closer to shipping this prototype, and today was one of those sessions where I just locked in and tried to polish as much as I could before the deadline. Most of the work ended up being visual and quality‑of‑life stuff, but honestly it made a huge difference.
First thing I tackled was the UI. I swapped out the default fonts for cleaner Google Fonts, and it instantly made the whole game feel more put‑together. After that, I rewrote the instructions screen to be way more detailed so new players actually know what they’re doing instead of guessing. It’s still simple, but it finally feels like a real part of the game instead of a placeholder.
Then I spent a good chunk of time improving animations and adding little details to the home screen. It’s small stuff, but it makes the game feel more alive. I also ran into a super annoying bug with Area2Ds colliding wrong and triggering the wrong zones. That took longer than I want to admit, but after digging through collision layers and masks I finally got everything behaving the way it should.
I also cleaned up the timer system so it displays nicely with two decimals instead of a giant messy float. It’s a tiny detail, but it makes the end screen look way more polished.
Overall today was a mix of fixing things, polishing things, and trying to make the whole experience smoother before I ship this proto. It’s still early, but every day it’s starting to feel more like an actual game. As always, if you have suggestions, drop them below — thanks for reading, and see you in the next devlog!
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Hello everyone, this another devlog, 3 days before I ship. This is just going to be the proto as i am testing it out and wil make it more appealing in the coming week. Today was basically full commitment on the cutting scene, I started making the art yesterday but I couldnt figure out how to do it. Then today I found this function called .position = get_local_mouse_position() this allows me to make the knife follow wherever the mouse goes so the user can cut items. I checked if they clicked at all, and if they did then their vegetable becomes a cut one, and then another one comes, then after that they have vegetables. Later in the game these vegetables can and will be used by users to make juices which are madatory for users to pack orders and send them out. For this first proto since I have to ship soon, I think I will make it so the user has to make one of each, pack the order, cook the pizza, get coffe, cut the fruits, and make the juice. Then they will send the order and thats one customer. I think I will try to make it this time but most likley the next time that customers orders are randomized, and players will have to try and match their order. This way it will make the game more engaging to users and pull them in for a more immersive expierence. After voting is done I will see how users feel and try to make my game more polished, but for now here is what we have. Thank you guys, if you have any suggestions feel free to drop it down below, bye guys!
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Hey guys, today was a productive day as I did 4.5 hours in total today, and now have 6 hours for this project. Mainly what I did was fix the pizza scene UI and make the coffee scene. So basically there will be 3 more ingredients for the pizza, but for now it is just 3. Also for the coffee all it is is user goes up to the machine and presses e, this will trigger the maker, it will make a noise and coffee comes out, and the user can take that. Later (maybe the next week) I will make it more complex, because I will have the base Idea for this game complete, and I hope to spend alot more time on this. This will be my final game for flavortown, as I will spend the next two weeks on this because flavortown is ending on the 30th and it is the 19th, so approximately 11 days. i think I can get the work done for about 20 more hours. Then I will have 26 in total.I am just glad I got this wonderful opportunity to make wonderfull games. My next scene, is the cutting scene, where users will cut different vegetables and fruits and put them through the juicer to get juice, maybe after making more complex there will be different colors. And for the simplicity of the game there will only be one of each item for now, and later on there can be how many based on user inventory space. I will also allow the user to later cook theirr pizza, open the cash register and see their earnings, and pack their meals/customers meals. These are all features that take time, and I am working towards. Anyways this was a productive day today, bye guys!
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AHHH AFTER 3 HOURS OF AGONIZING PAIN I DID IT. I spent the past 3 hours of trying to make the customizable pizza. SO the thing is, npc will order a pizza and the user has to complete the pizza based on how the npc wants it. They can add their own toppings and what ever, later they will be able to bake it. The reason this was hard was because of the DRAGGING AND DROPPING thats right, i had to make each ingredient draggable and droppable, so that users could dragg it and when it gets on the pizza, the pizza changes to that topping (adding on). Always one or another worked never both. I even switched to area 2d because I wanted to solve the problem so bad, but now I relized how stupid I was… I just deleted 2 hours of code and added one script to the pizza base, saying
if the topping is this value, then make that topping visible on the pizza
And thats all it took for the pizza base. I completley forgot about the dragg part
It was the most confussing part, but I had to use godots in built drag function, and when it reaches the texture/control (pizza base) it will do the pizza calculations like I said earlier and if it is a cetrtain topping then it will add it to the pizza. I am typing so fast and making so many mistakes, but if I want to do more done on this project I have to go fast. But I tried my best, anyways next I will make it so when the user presses e near the pizza this pizza game will pop up (i still have to make the ui look better) and the user can decorate the pizza how ever they like and then exit. The next thing I will do is make the items on pizza look better and then move to the drink maker when users can put fruits and vegetables in the mixer and make their own drink. Anywasy cya guys, stay in tune for the next Cooking Competition.
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Hey yall, this is the start of an amazing game. This game will feature interactive cooking, such as cutting, mixing, taking to customers, doing orders, and baking. I might get so advanced with this game that the user will be able to connect with other playing users and actually host the competition. There will be days, money, and time. Solo, will be you trying to beat yourself every time and get more money. Maybe I will actually love making this game and provide it with many updates. Anways This is basically the first starting devlog like the kickstarter. I have provided an image of the art so far, tomorrow I will try to make it more advanced and thankyou, see you guys!
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