Inspiration
This game was inspired by a bit of nostalgia we had concerning Papa's Pizzeria type of games, of which we decided to include an anomaly twist to the game so that it is not a direct copy of the Papa's games.
What it does
Our project is a teashop management game where the player has to fulfill customers orders while making sure to mark customers that are affected by ghosts, which is indicated to the player by small changes happening to the game (such as customer sprites changing or ingredients for tea missing).
How we built it
We built our project using the Unity Game Engine, which mainly allowed us to control how we rendered our game content on screen, and we also used C# to program the behavior of the game.
Challenges we ran into
We ran into numerous problems, especially when finding bugs during the testing phase, with some of the hardest ones to solve being the customer movement on screen and making sure that all the anomalies possible spawn and work as intended.
Accomplishments that we're proud of
We are proud of accomplishing everything that we planned on doing and not falling into scope creep, which is always a problem of ours. We are also proud with how some of our code is structured. Although it could be structured better in other places, we think we made significant steps in understanding how to best structure certain code to accomplish certain tasks like managing a list of anomalies that can spawn and their abilities.
What we learned
We learned some valuable lessons concerning how to structure our code to ensure seamless generation of Customer objects and making sure we can track them and their attributes during the game.
What's next for Flower's Boo-tique
Our original plan for the game was to make it span across multiple nights, with each night ramping up in difficulty. We could not implement this during this Hackathon due to time constraints, so it is definitely something we would like to implement in the future.


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