Corner Kitchen Fast Food Simulator - sunnygamerdev
š Whatās New? šØāš³ New Worker Types:
Runner ā Carries food boxes, restocks supplies, and refills cooking stations. Chef Upgrade ā Now refills stations when food boxes are available. Cleaner ā Keeps the restaurant spotless, no more garbage piles! Cashier ā Takes orders, collects food, and serves customers. šļø Restaurant Expansion:
Grow your restaurant, expand the cooking area, and even open a second floor for more customers! Add extra cash registers to handle the rush and keep customers happy. šØ Decorate & Personalize:
Paint walls and floors to match your style. Add flowers, paintings, and custom signboards to make your restaurant stand out. Rename your restaurant and truly make it your own! š” Make your restaurant your way ā automate it, customize it, and run it like a pro!
It is time! Moccoletti is now out of early access for everyone to play. We would have wanted to release more updates before leaving early access, but being a student proved more time-consuming than expected. But weāre not dead! And neither is Moccoletti. You can expect us to keep working on the game and bring more content. But now, it is time to celebrate! It is timeā¦
Time to Reminisce
Once upon a time, back in December 2022, there was a game jam. A two-day game jam hosted by the student section, the then-named GGS. The theme was A Light in the Dark. Two days later, Moccoletti was born and won Most Fun and Best Graphics! And it was only the beginning⦠By the way, you can still find this first version on itch! The game has changed quite a bit since. The very first version of Moccoletti And the very first screenshot of the game.
We had big plans for our baby but did not have much time to work on it until Spring 2024. Then, with our wonderful team, we left no stones unturned, and the fruit of our labor was exhibited at the Gotland Game Conference of that year. During this occasion, it was nominated for Best Game Design and Best in Show, and won Best Presentation! The very next Sunday, Moccoletti was available on Steam on early access.
Since then, we have updated the game: new masks, weapons, and stages; the GGC update; 16 candle-blowing achievements; and moreā¦
Now, we are going on new projects (which we strongly hope youāll be playing when itās out), but weāre not abandoning Moccoletti. We will keep working on it on the side, adding content, and listening to all your feedback to make the game the best version of itself.
Today we would like to kick-off a series of Dev Diaries about our upcoming game Esport Manager: Road to Major. In these monthly blog posts, we will try to introduce individual features of the game and explain how they will work. This first entry will be about a general overview of the game and its vision.
So letās get right into it. If we would describe the game in a single sentence for you it would probably be: āLess complex āfootballā manager with First Person Shooter Esport teamsā. Hopefully that sounds as good to you, as it sounded to us.
In the past, we've been working on two mobile racing games and for a long time we also wanted to make a game on Steam. So we started thinking, what would be the best genre for our first game on PC and we settled on a management focus game. Why did we go with the Esport FPS? Simply because all of us played and enjoyed their fair share of competitive shooter games, especially Counter-Strike, and we really liked the idea of bringing an esport into a classical sport based management game.
And very soon after that, we decided on main design goals for the game which are:
Authenticity ā Being as close to the real experience of the esport organizations is the major focus of our game, giving you the opportunity to play within the realistic rules and tournaments.
Esport atmosphere ā We very much enjoy watching professional players and teams competing against each other in thrilling matches and this is something we would like to get across with our match simulations.
Management focus ā Hiring, financing, planning, training and developing of your team will be your bread-and-butter and we want you to be in control and make all the necessary decisions.
So this is all that we wanted to share with you this month. Please let us know what you think about it and how you like the idea. And if youāre interested in more information, feel free to join our Discord server and come back to us next month, when we should have a follow up post, in which we will introduce the first feature of the game!
[h5]Fixes[/h5] Fixed a bug that Health recovered from Inn could exceed the Max Health. Fixed an issue that Acrobatics was not initialized even after the battle was over. Fixed an issue that could have caused incorrect data initialization during the validation process of the save data.
Hello. It's been a while, right about 3 months since the last update. I took a month off from the game in December but have since worked hard on a major update. As previously mentioned I'm gearing towards launching the game from Early Access and this update brings it really close. For this one I had 2 main objectives on top of everything else; a final map and polish everything as best as I could.
Volcano map
Introducing volcano and volcano endless maps. I had a lot of fun with this one, hope you do too. Go dance with the devil!
Polish
The polishing phase is time consuming to say the least. There's plenty of new and updated sound effects, particle effects as well as animated sprites like grass and trees to liven up the experience. There's tweaking of UI elements, colors and text. But it's not all about improving what's there. I've also had to take a hard look at whether some elements or features were required at all and so some went to the trash bin.
Misc
One thing is certain. The more you play a game the more you get ideas on how to improve it. I tried to keep new features to a minimum but sometimes I just can't help myself. So yes, there's a bunch of various content additions as well as potentially a divisive new feature. Take a look at the changelog to find out what...
Launch date
Still undecided but possibly early April. I want to reserve some time for marketing and fixing any last remaining issues this update may have brought along. I'll keep you posted. In the meantime I appreciate your feedback on the game as usual!
Full changelog:
General
New maps: Volcano and Volcano Endless
New item: Heatseeker - Destroys an incoming enemy projectile then goes to cooldown
New elite type: "Blocker" - Creates a barrier around you that you can't pass
New enemy flyby formation: "Circle" attack
New power-up: Back Pain Ointment - Increased consumable carry limit
New barracks feature: Call to Arms - Double your party members for 20s
New altar feature: Sacrifice health for +40% level up
New local event: Assembly - Triple your party members with Call to Arms
New local event: Fountain of Youth - Increase max health at the Pond
New local event: Target Practice - Up to 100% longer time at the Tower
New local event: Farmer's Market - Extra animal(s) at the Market
New local event: Investment Seminar - Better tier interest rates
New pub feature: Now sells ham as well
New achievements: 4 specialty win conditions plus Volcano map achievements
New and adjusted options for 50% and 100% character attribute bonuses
New 100% weapon bonus options for primary weapons
New rune bonus
Added ability to reroll rune options with gold
Added sounds for all special enemy powers
Added sound for stunning an enemy
Added sounds for flyby enemies
Added new music for map entrance phase
Added a small story beat to tutorial
Updated pause menu music
Updated sounds for all primary weapons
Updated sounds for weather events
Updated death animation effect
Updated projectile particles
Removed Village Hardcore endless mode
Removed clock icon and map target time from the GUI as redundant
Removed many text shadows for a cleaner look
Removed option to toggle off Sky (clouds and mist)
Removed option to reorder weapons and consumables
Ongoing missions are capped to max 2 before 15min and 3 afterwards. Black obelisks are excluded from this count
Weapon slot cost reduced from 35 to 25
Weapon upgrades beyond maxed out level are not offered before all weapons are maxed out. Once offered, 2 slots are offered instead of 1
Pub prices are adjusted based on how many you have on inventory
Church service (local event) applies discount to all services not just healing
Some extra enemies are spawned at start of most missions
Increased fetch mission timer a little bit
Protect mission target can also be hit by enemy projectiles
Player can start the run at any day time they want (unless map is fixed to certain time)
Player health and energy bars show only when not full
Player hitbox is a bit smaller
Player status effects like cursed or infected will show visibly on the character info panel
Player will get pushed and drop a random consumable when hit hard by an enemy (e.g. elite)
Player will get encumbered if having too many consumables (base limit is 20). Each consumable over the carry limit will reduce player speed by 1%. Strength increases carry weight limit as well as some bonuses and a power-up
Enemies will no longer fire projectiles when stunned
Enemy movement speed is slowed down briefly after knockback depending on knockback force
Suicider (bomb) enemies will always explode on death and hurt enemies too
Sandworms can be killed
Library and Bandit Camp radius is bigger but cooldown increased from 30 to 45s and max time lowered from 30 to 20s
Bandit Camp gives 100% gold drop on the first minute
Apple, berry or agave cooldowns increased from 30 to 60s
Tower cooldown increased from 30 to 45s
Thief's Poison Bomb will have poison damage as standard
Thief can only steal gold once per enemy
Mine starting gold is slightly higher on average
Auras will spawn intersecting each other
Blizzard will affect elites too
Vortex will be placed anywhere in view instead of where the player is located
Bear will last for 10s and attack flying enemies as well
Party members and other friendly AI won't target scared (running away) enemies anymore
Fetch mission main arrow will disappear when crate arrows are present to avoid confusion
Bandit Camp has been renamed to Bandits
Sacrifice has been renamed to Altar
Healing (Pond) has been renamed to Fountain
Forest maps have a farm
Mountain maps are more snowy for better contrast
Weekly leaderboard names the winners of past 3 weeks
Very Easy difficulty starts with +200 gold and Easy with +100 gold (for non-endless maps)
Very Easy and Easy difficulty enemy spawn interval is even slower
Added Colombia and Latvia flags to leaderboard
Some GUI text and colour adjustments
Some performance improvements
Bugs
Potential fire mission game crash with "Unable to find instance for object"
Weighted Dice item was adding free rerolls on other events in addition to level up
The game ran briefly in the background between level ups (when pressing "next level up")
Bank rates information wasn't adjusted to different game speeds
Chickens could attack enemy portals that couldn't be destroyed
Masquerade parties are popular in Divinity's Reach, and this romantic outfit is designed to attend these magnificent masked balls! Rich roses and luxurious details adorn the dress, giving it an air of refined opulence.
The Rose Masquerade Appearance Package includes the Rose Masquerade Outfit, Rose Masquerade Cape, a Vinelord Edgebloom Weapon Choice, and a Total Makeover Kit available for 1,800 gems.
The Vinelord Edgebloom Weapon Collection has a new addition as well. The new spear skin can be obtained through the Vinelord Edgebloom Weapon Choice or a Black Lion Weapons Specialist at a later date.
Build and Equipment Template Bundle
The Build and Equipment Template Bundle returns! This useful package is available for 800 gems until March 18. It can be purchased once per account and is attainable again if you bought it last year. It includes the following items:
Two Build Template Expansions
Two Equipment Template Expansions
Whatās in Stock
Starting March 7 and continuing for the next few days, select unique armor skins will be 20% off, such as the Furrocious Cat Ears Skin, Pointed Ears Package, Blissful Skirt and Boots Combo, Dapper Suit Package, and Side-Lace Pants Skin.
March Sales
Our March sales are continuing with amazing opportunities! From today until March 11, almost all items in the following categories will be discounted:
Back item skinsā25% off
Glider skinsā25% off
Available Now in the Gem Store!
Log into Guild Wars 2 and press 'O' to access the Black Lion Trading Company for these great offers and more!
Hello again everyone! The second phase of our Seekers of the Storm improvement roadmap is here and ready to play on all platforms! With this one, weāre making some sweeping improvements to The False Sonās boss fight.
You can see the detailed update notes HERE but I'll give you a quick rundown too. The changes go beyond just simple cosmetic improvements so I'd highly recommend just jumping in and giving it a try.
For those of you who want to know what weāve changed, read on!
False Son Boss Fight
Weāve made significant improvements to every aspect of the False Son encounter. While we have changed the fight so there are (hopefully) no more āwhat just happened??ā moments - the fight is far from a pushover. So players should still find False Son quite a challenge; but a fairer one.
One of the biggest updates we have made is improving the False Sonās Laser and arena cover significantly. The laser damage has also been re-balanced to ramp up quickly but still give you time to either get to - or move between - cover.
The difficulty scaling of False Son has been changed so that the fight is an appropriate level of challenge regardless of when you decide to travel to Prime Meridian. This includes (but isn't limited to) giving him Adaptive Armor, similar to Mithrix and Voidling, so he should still be challenging pre-loop, but will no longer be one-shot-able after looping!
On top of those mechanical changes, weāve also improved False Sonās animations and transitions. These will now better telegraph attacks across every phase of the fight. The goal of this change is to make his attacks a tad more predictable. You should now run into far fewer attacks that are a complete surprise and have more time to react to difficult situations.
Audio and Visual effects have been added to every different False Son ability. Again this is to better communicate to players which of his abilities he has just used or is about to use.
Weāve improved his AI so he will smoothly navigate around the arena. This should lead to far less⦠unexpected behavior š
We have reduced the amount of Golem spawns during the fight (now capped at 5 maximum active at a time). During longer encounters you should no longer start getting overwhelmed with extra enemies. But, youāll still have enough golems to take advantage of the on-kill items youāve collected on your run.
Last but by no means least, we have added a secret way of entering the Path of the Colossus. This puts entering the path back in your control so you don't feel pressured to make this choice on stage one. This will allow players to gear up a bit more before taking on the challenge of the False Son Boss. I won't spoil this secret entry here - happy hunting!
Seekers of the Storm Item Balancing
I wanted to say a quick thank you to everyone who has given us feedback following the Phase One item changes, and especially all of you that filled in the feedback survey for this update! This has allowed us to make some informed balance changes to these items.
Based on your feedback, it sounds like most of the item changes landed in a good place. But, for some items, perhaps we went a little too far with buffing them. While strong items are undoubtedly fun, getting high level player-power every single run ultimately takes away from some of the fun and unpredictability in the game. With this in mind, weāve made some targeted balances to the most powerful items for the full breakdown please check the update notes HERE. I'll summarise a couple of the biggest changes below:
Unstable Transmitter was probably the biggest jump in power, giving both one-shot protection and massive defensive utility on a relatively short cool-down. Weāve made this a once-per-stage effect ā similar to items like Sale Star ā and reduced the amount of barrier gained when triggered. Weāve also removed the one-shot protection so it no longer acts like an infinite Dios Best Friend anymore.
Elusive Antlers quickly became a fan favorite item. Everyone seemed to enjoy how it added some much needed movement speed into the item pool. However, the double-boost of speed from the passive increase, as well as collecting antler orbs for an easily maintained extra boost, made it way stronger than other speed items. To balance this weāve removed the passive speed bonus. This should make it more of an actual choice against something like Goat Hoof. Players will now need to go orb-collecting to take advantage of this item.
There have been a few more balancing updates to some of the other SotS items - take a look at the update notes linked above to see all the changes.
Thank you all very much for sticking with us while we make these updates! Work is already underway on Phase Three, which is an update to each of the three playable survivors added with the DLC: Seeker, False Son & Chef. As always we will let you know when that update is ready to play!
All of these changes would not be possible without your feedback, so please keep it coming! The best place for that is on the Risk of Rain Discord. Please let us know what you think of this update!
Hello! This is the update note page for Phase 2 of the Seekers of the Storm Roadmap (False Son Boss Fight) - for more details about this phase you can check out the Dev Diary right here!
False Son Boss Fight
Improved attack, movement and transition animations across all phases of the encounter.
Altered health, scaling and damage dealt by False Son Boss to make the encounter an appropriate challenge depending on the length of your run, including giving him Adaptive Armor similar to the other end game bosses.
Improved telegraphing of all attacks during the fight to reduce unexpected deaths.
Improved visual cues to better communicate False Son/Encounter abilities and effects.
Improved False Son pathfinding around the arena.
Reduced Stone Golem spawns during the encounter.
Adjusted Lunar Pillar cover in the arena.
Void Fields
We have made some changes to the Void Fields, such as increasing the challenge to better balance the massive boost in player-power this hidden realm represents, and also to reduce the viability of tactics that take advantage of infinitely spawning monsters while time is frozen.
While a Void Cell is active, time stops while you are inside the safe zone, however time resumes when any player is outside taking damage from the Void Fog. Time remains paused while you are moving from cell-to-cell between rounds.
Void Fog damage now very slowly ramps-up over time preventing excessive time chillinā in the Void. It is a much slower increase than other versions of Void Fog (such as Simulacrum) giving you ample time moving from cell-to-cell between rounds.
Items are now added to the monster item pool sooner if players are taking an excessive amount of time to complete a Void Cell.
Item Changes
Based on community feedback since the previous Seekers of the Storm item update (thank you to everyone who completed the survey and gave us feedback in Discord) we have made some balance changes to the items introduced with the DLC.
Unstable Transmitter can now only be activated once per stage and barrier gain has been reduced to 35% of maximum health (was 75%.) Item regenerates at the start of each stage. One Shot Protection removed.
Rebalanced Gold to XP ratio of Longstanding Solitude.
The base speed benefit of Elusive Antlers has been removed. You can now only gain speed by collecting the orb drops.
Growth Nectar now grants 4% increase to all stats (down from 7%) for each buff, up to a maximum of 4 (+4 per stack.) No longer increases base stat increase with additional stacks.
Warped Echo first-hit damage reduction lowered to 20% (was 30%.) Delayed damage ticks can now benefit from items such as Planula and Razorwire (and others!)
Warbonds proc chance reduced to 0 (was 1) and increased base cost of additional missiles from 25 to 50 gold.
Base damage increase of Breaching Fin reduced to 10% (was 20%) however each additional juggle increases damage by 10% (with a single item the total bonus is 30% with a fully-juggled enemy, gaining further stacks of Breaching Fin gives you an extra juggle and a further +10% damage for each additional juggle.)
Attack speed bonus of Bolstering Lantern has been reduced from 10% to 7.5% per enemy within 20 meters.
Loot chance from Sonorous Whispers has been rebalanced to favour white items.
Reduced the audio volume of the Chronic Expansion beeps when the effect is due to fall-off.
Enemy Changes
Revised Halcyonite Whirlwind attack to address odd pursuit behavior.
Improved Halcyonite hitbox to better match the visuals.
All 3 blasts of Halcyoniteās tri-laser now track the player.
Scorch Worm HP has been reduced.
Running over a buried Scorch Worm should now be more consistent in forcing them to come above ground.
Other Changes
Added an alternate way to enter the Path of the Colossus.
If you choose to continue your run after Prime Meridian the stage count will no longer increment, for example if you enter the Path of the Colossus on stage 1, when you complete Prime Meridian you will enter a stage 4 variant (previously you would always be taken to Helminth Hatchery.)
Known Issue
Completing the Void Fields will once again increment the stage counter - this is unintended and will be reverted in a future update.
Bug Fixes
Holding Sawmarang equipment will no longer apply bleed when using Electric Boomerang (for real this time!!)
Removed several instances where debug text would appear in place of the intended text.
Burn debuff no longer removes other DoT debuffs when it expires.
Debuffs will now correctly trigger the Death Mark effect when being transferred between enemies via Noxious Thorn.
The Bazaar shopkeeper has found their voice once again.
Eccentric Vaseās Tunnel no longer collides with the visual indicator of Bolstering Lantern.
Warbonds is now blacklisted from the Scavenger item pool.
Enemies introduced in SotS can now appear on stages when using Artifact of Dissonance.
Verdant Falls should now correctly be accessible when looping with SotS disabled.
Fixed issue where a client leaving and rejoining a multiplayer run after charging the TP with the Artifact of Delusion enabled would cause all reset chests to no longer be functional.
Environment Logs are now correctly considered in the āCollectablesā line of the Profile Stats page.
Fixed multiple issues during split-screen play on next-gen consoles concerning permissions when the game is paused.
Fixed a couple of spots where the player could clip through terrain on Commencement and Sirenās Call.
Engineer will now display their walk animation correctly when using a controller and only very slightly moving the stick.
So "Aam Aadmi" has been released on Steam for everyone, and right away if you load up the Steam page, you will notice that it says "Buy Project Vayu" instead of "Buy Aam Aadmi". Puzzling, you'd think. Maybe it is a scam, or maybe it is something fishy.
Actually, the reason behind this mistake is really stupid, but it is a long story. For those among you who actually know me, you might remember that "Aam Aadmi" is not the only game I am working on. For the past one year, I've been working on an air-combat game. It is a semi-realistic air combat game with somewhat realistic physics and what-not. You know, the usual: somewhat realistic-ish missile system and radar and stealth and etc and etc - at least as far as I can make in a video game. Because the game was set in India and would involve Indian Aircraft, I named it "Project Vayu".
The thing is, the development time was rather long. It has been one year, and the game is still far from what I would call 'playable'. It is coming along fine, no doubt about that, but it is taking a long time, and the thing with projects this long is that you tend to lose motivation and hope rather quickly, which saps your and energy and will to continue making games. I prefer having fun making the game rather than slogging on and hating every bit of it. I had never published a game on Steam, and waking up every day with the anxiety of whether I will succeed or not is.....annoying, to say the least.
So, I decided to put aside "Project Vayu" for a while and make a smaller but simpler game to gain confidence and rebuild the passion I have for making video games. I started a new project based on an idea I had noted down long ago, and it all culminated into "Aam Aadmi". I will admit, I spent a lot of time goofing around in the editor playing the game instead of working on it, and I enjoyed every bit of it, even if it increased the development time significantly.
Unfortunately, I had already paid the $100 Steam direct fees and half-filled out the Store page, and since I was short on cash, I had no option but to use the same application I had for "Project Vayu". Even though I changed everything, it seemed the package name doesn't change. This wasn't something I noticed until the game has been released, and by then it was too late. Apparently, there is also no option to change the name as well, so I guess we're stuck with that.
Project Vayu isn't dead by any means. I still keep working on it when I find the time, and I post video on Youtube when I do.
However, recording gameplay for posting on social media is tedious, and as such I rarely do it. The game is a lot different from what you see here in the video: there are now guided air-to-air munitions and autonomouse air-to-ground munitions with combat-air-teaming capability in the game now, and I haven't posted that now. Plus, there is a work-in-progress detailed SAM system that is also not posted anywhere. If you are interested in seeing how the game turns out, you can go subscribe the youtube channel for updates, and join the discord server as well.