Motivation and Measurement


Hello everyone,

Today we would like to share some of our thoughts on how we want to keep our game as fun as possible for you. and don't worry, a real devlog is coming today too.


Motivating our Players

In order to bind as many players as possible to our game in the long term, we have come up with the following mechanisms:

  • A story for new players: In order to keep the first playthrough as fresh as possible, our plan is to incorporate a story with small cutscenes and dialogues. This shouldn't be too serious and, at best, should make our players smile.
  • More weapons: The main game should contain 3 worlds (pan, pot and cutting board). Each of these worlds should provide its own weapon types (spatula, spoon and knife). To add even more diversity, there should be a corresponding variant of a weapon type as a reward for every dish defeated on the Restaurant difficulty. There should be faster, slower weapons or weapons with unique effects.
  • More seasonings: As with the weapons, there should also be a variety of seasonings (items) for the game. These spices are unlocked when players defeat dishes on the Star Restaurant difficulty.
  • More skins: Of course, players should also be visually distinguished by their successes. So we plan to build one skin as a reward when the players have mastered an entire world on the star restaurant difficulty.
  • Dish Timer: In order not to ignore our extremely competitive players, we plan to set a time for our fights. This should make it possible to compare yourself with your friends on the scoreboard.
  • Extensions: All previous ideas already concern the base game and should all be available for free. In addition, we also plan to offer players expansions for a small price that bring new worlds, weapons, seasonings and skins. These DLCs will be very much based on the different country cuisines.
  • Potential rogue like endless mode: In addition to motivating players through the basic battles, we are also working on a concept for an endless mode that will become increasingly difficult. However, it is important to note that this is only a rough concept so far and is only planned as a small expansion. So the actual main game won't be rouge-like.


Measure player experience

In order to present the best possible game for release, we would also like to find new ways to measure player experiences. These are our different strategies:

  • Active player tests: We will regularly host player tests in which new features will be tested right in front of us. This helps us to see live what seems intuitive to players and where they still have problems.
  • Regular alpha versions: In addition, as we have done in the past, we regularly upload new alpha versions of our game in order to enable as many players as possible to test it, regardless of our presence.
  • Community discord (https://discord.gg/EkyyFmGM): In order to get the feedback that you want to give us directly outside of feature tests, we are opening our own community discord today, in which we will try to respond to your feedback. Of course you can also write us feedback under the devlogs.
  • Anonymized game data: We are also considering collecting anonymous data in the game itself. This would include data such as type of player deaths, time to defeat an opponent or preferred difficulty. However, we are still undecided about this type of data collection, as we do not want to require an internet connection to always be required to play the game.

Get Cooking Souls

Download NowName your own price

Comments

Log in with itch.io to leave a comment.

(+1)

Your approach to keeping the game fun and engaging looks promising! I'm intrigued by the storytelling, diverse weapons, and unique rewards you have planned. It's clear you're committed to understanding and improving the player experience. Can't wait to see how your game evolves!