Inspiration
We wanted to turn the fun of a conveyor-belt sushi restaurant into a friendly competition. Sushi Dojo challenges players to think quickly, grab ingredients, and outcook their opponent.
What it does
Two players compete in three-minute online matches, collecting ingredients from a shared conveyor belt to complete recipes and earn points. With limited hand space, every grab matters.
How we built it
We built Sushi Dojo in Unity with C#, using Netcode for GameObjects and Unity Relay for multiplayer. We combined ingredient cards, recipe matching, cooking animations, and sound into a complete game loop.
Challenges we faced
Keeping both players synchronized was our biggest challenge. We worked through connection failures, missing player UI, rendering differences, and conveyor animation bugs. We also balanced recipe and ingredient spawn rates to keep matches moving.
What we learned
We learned how to manage shared game state, connect local UI to network events, and collaborate across Git branches. Playtesting also taught us how strongly randomness influences pacing and fairness.
What’s next
We want to add special items, expand the recipe collection, and improve multiplayer reliability through more playtesting.
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