Market Restaurant by Pincushion
Market Restaurant is a turn-based cooking game, where you shop the local harvests, and make delicious meals for your patrons.
How to play
The only control is a left mouse click. There's an in-game tutorial. It's a lot of text, but you can skip it to get right to the game.
You buy ingredients from shops in the market, and then you go to the restaurant to cook those ingredients.
- Click on "Visit the restaurant" to see your ingredients, combos, and cook. Click on ingredients in your inventory to add them to the cookpot.
- Click on "Visit the market" to see the market shops. From the market, click on the blue table to purchase ingredients.
- Click on "End turn" when you purchased all the ingredients and cooked all the combos that you wanted to buy/cook. They'll be updated in the next turn.
Upkeep will be charged after every turn. If you can't pay the upkeep, you lose.
Tips
- Look at the "Tasty combos" in the restaurant. They multiply the cook score.
- All ingredients being cooked will receive the combo multiplier.
- Combos multiply each other too.
- Ingredients have a quality. Lower quality lowers the cost of the ingredient, but also the cook score.
- Ingredient quality goes down over time, so don't hoard ingredients.

| Link | https://pincushionx.itch.io/market-restaurant |
| Link | https://github.com/pincushionx/ld52-market-restaurant |
| Original URL | https://ldjam.com/events/ludum-dare/52/market-restaurant |
Ratings
| Overall | 286th | 3.045⭐ | 24🧑⚖️ |
| Fun | 297th | 2.75⭐ | 24🧑⚖️ |
| Innovation | 233th | 3.068⭐ | 24🧑⚖️ |
| Theme | 271th | 3.091⭐ | 24🧑⚖️ |
| Graphics | 275th | 2.977⭐ | 24🧑⚖️ |
| Audio | 195th | 3.025⭐ | 22🧑⚖️ |
| Humor | 201th | 2.477⭐ | 24🧑⚖️ |
| Mood | 256th | 2.905⭐ | 23🧑⚖️ |
| Given | 25🗳️ | 28🗨️ |
@reservoir The notebook's a really good idea. Thanks.
- It didn't really feel like I was gaining money. Not sure if that's by design or maybe I'm plain wrong, but such was the feeling of it. If it's not by design, probably the game needs some balancing?
- It would be nice to have a faster UI (without animated transitions between scenes), ideally with everything always on one screen, so that one can be really efficient about buying ingredients, keeping track of combos, cooking, etc. I ended up e.g. impatiently clicking on a product I want to buy long before the animation of zooming in to the specific market stall ended :)
* Graphics are smooth. maybe brighter colors to be in the mood of veggies and restaurant.
* Nice camera movements in transitions
* Nice music atmosphere
* The mechanic is nice, using trending combos after a bit I realized I should buy any vegetables.
* I think it miss a global objective like "reach XXX yummies to make Robert the client happy" of something like that.
That's a complete and nice game, could not say it was made in only 48h, great job!
@manchmalscott The combos aren't entirely random. The game tries to look for 1 player ingredient, 1 market ingredient, then a completely random one. It sounds like player/market ingredients should be more probable. I'm glad you could game the system for a better playthrough :)
@sdelay Brigher colours are a good idea. I hadn't even thought about that, but it makes so much sense. I was thinking of adding objectives as you suggest, but didn't get around to it. It would definitely add to the gameplay.
Thanks all for playing. I really appreciate the detailed comments.
There is definitely a lot more that you could have done here, but it's compo so I'm not sure if that's a useful thing to say. For me... if the score system were more "achievement / objective" based than "high score" based it would have scratched a bigger itch. It's also a natural tutorial sort of thing. I was a bit lost at the start feeling out what I was supposed to do and having like "cook a meal with potatoes" or whatever would be satisfying.
It's nice having some chill music to go with the whole thing. Works well for how short the loop is, though IMO something more lively would have suited it better. A much smaller change would be to make the ground green, brown is a bit depressing.
The tutorial in this game didn't seem to explain the important parts of what I needed to know, it was hard to discern from the game's background story (which I like to skip unless I'm playing a game centered around that) and I felt like clicking anything other than the 'Skip Tutorial' button would skip the tutorial (:P), due to how I automatically only focused on the area within the tutorial's panel.
The quality of the tutorial didn't matter though, the gameplay was easy to pick up on.
I came in expecting one of those cooking rush games where you have to fill out an increasing number of timed orders while also managing your stock, but since this turned out to be a peaceful turn-based game the fact I missed all the restaurant tips gave me something to learn as I went along, which in turn resulted in a good sense of progression. It also doubled my playtime, because I was eager to start over and apply things I've learned.

Nice job! You've given me some things to think about for my own tutorials, hopefully you've learnt a thing or two too. I'm headed to bed now :P
Some other thoughts:
* It would be nice if you could see the combos all the time. I guess this was a deliberate decision to let the player remember the combos, but I found it a bit annoying.
* One technical thing: It would be nice if you could shrink the size of the embedded site in itch.io. It is a bit annoying that the came fills the complete window (at least in my monitor :smile:)
Cool entry!
@benmo Haha, that's a funny solution. I should add that to the "how to play" as if it were planned all along.
@lone-wolf I cobbled that tutorial together because I was worried that the mechanics weren't obvious :) Thanks for saying otherwise. I'll be rethinking my approach next time.
@oadt It was deliberate to keep the restaurant stuff separate from the market, but it turned the game into a memory game. I'll have to remember that for next time. I discovered that the game looks awful below 1080p after I published. I think that it was the tutorial window that was messy, *raises fist at last minute additions*.
Thanks for the kind words too everybody! I love LD and jams in general for this type of feedback. I get a lot out of it.