Cuisineer is an action roguelike game that duos as a cafe simulator. It's core gameplay loop is "good enough" to keep you playing, but ultimately falls a bit flat. The cafe simulator mechanic is similar to games like Overcooked and Coffee Caravan, but while those games have challenging skills-based gameplay, the gameplay here is trivially easy and lacks depth. The action roguelike gameplay has a bit more depth, and is similar to other games in the genre like Hades or Nuclear Throne. However, the weapon mechanics feel a bit messy and loosely designed. I still recommend this though because I find it fun, even if its mechanics can definitely be done better. If you haven't played Hades or Coffee Caravan, I highly recommend checking out those games before picking up this one. If you've played them and want to play a game that combines those two genres - albeit not with the same high quality - then this is a game you might enjoy. === A closer look at the gameplay mechanics === The Cafe: ---------- The cafe gameplay is really straightforward: 1. You wait for customers to come in and think of a menu item 2. Move to the correct prep counter to prepare the order 3. Wait for the food to magically make itself 4. Wait for the customer to pick up their meal, eat it, then walk up to the cashier counter 5. Cash the customer out There's pretty much just a lot of waiting around. The amount of customers that come in make it just barely frantic enough to be a little bit fun. But compared to games with similar mechanics, it feels a bit disappointing. If there were a way to increase the difficulty that would be great. For instance, It would be much more fun if instead of waiting for the food to magically prepare itself, you had to prepare the food yourself. But unfortunately this isn't how the game works. Furthermore, the highest difficulty setting is "normal" and the gameplay is never very challenging. The Action Roguelike: ----------------------- The action roguelike gameplay is a bit more in-depth, there are ton of different enemies with different attack patterns. You have to strategize and exercise skill while you're playing. But where it falls flat is where Hades shines (a similar game): in the mechanic design of the weapons. While each weapon in Hades as a different mechanic that you have to master, all the weapons in Cusineer are practically the same, just with different animation lengths and damage per hit. A spatula swings fast with low damage, a knife swings slower with higher damage, a tenderizer swings even slower with even higher damage. The result is that you pretty much decide early on which you like and you never really diverge from that style. You do have "alternate" weapons that you can fight with by pressing a different button, and these have a bit more variance in mechanics. I find myself only using one of them though, because it synergizes the best with slow-swinging weapon style of the knife and the tenderizer. Ironically, it's mechanically very similar to the other main weapon choice, the spatula. While there are many other alternate weapon options to choose from, they just didn't feel as effective. All-in-all the game could do with more main-weapon variance and more though put into how the alternate weapons synergize with the main weapons. The town: ----------- Technically there is a third part of the gameplay loop. Your restaurant is part of a town, and in the town there's a lot of people and shops to interact with. You can upgrade your shop, upgrade your weapons, or add buffs to your weapons. You can also talk to various townsfolk who will occasionally give you fetch quests. The design in upgrading your weapon makes no sense. you only increase your damage by one point with each upgrade, you're limited to a max of five upgrades, and each upgrade gets increasingly more expensive. It's incredibly costly to upgrade your weapon for almost no additional benefit. The mechanic is set up, but it seems like it was never iterated on to find the right balance. The bewery is where you can add buffs to your weapons. Most of the weapons you find already have buffs, so I've never really used the brewery. Its mechanics aren't very intuitive either. You have to cook a recipe beforehand and bring it with you to the brewery, but there's no in-game manual for what recipes give what buffs. Once you're at the brewery, You choose a weapon then a dish or two to brew with it, and you have a _chance_ of getting a buff - it's not garunteed you'll actually get one. Again, it's costly and doesn't seem very effective, and kind of confusing and hard to plan for. The boba shop is a lot more engaging and well designed. You start with only one type boba, which is like a health potion, but you can upgrade it and unlock new bobas by bringing prepared dishes to the shopkeepers. The cost is a lot more manageable and the benefit is a bit better than the other shops. The only issue is that during the heat of battle, you really can only have one boba ready, and you can't reorder them on your belt once you've purchased them. The boba mechanic is almost there, but needs better controller hotkeys. The townsfolk give you fetch quests which unlock more recipes. I think the fetch quests are fun, because it gives you a goal of what loot to prioritize picking up when you're exploring the world. Unlocking recipes is good because it makes the cafe gameplay more engaging. Review: -------- The game is fun, but I can't say it's "super fun." It's a good game, but a can't say it's a "great" game. It seems like there was a lot of feature creep, and the team just didn't have the time and resources to iterate on them. I think the game would have done a lot better if they'd kept their scope small and focused on perfecting the core gameplay loop.
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