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Gameplay

Henrique Campos edited this page Jul 7, 2019 · 3 revisions

Gameplay Concept

The core gameplay of the game consists of defeating the enemies to collect ingredients and make the recipes needed to master the Big Eight. Each boss asks for a given set of ingredients that they need to teach the player a given recipe.

When the player collects the needed ingredients is time for the preparation of the recipe, as such the player can enter in the Chef Kitchen (boss pit) where the boss will teach how to prepare the dish. As the bosses cook, they enter into a frenzy, creating a hostile environment, and the player has to survive and help the Chef until the dish is served, being ranked in the process.

The movement

The characters' movements are inspired by jump 'n' shoot games, and consists of 3 major pillars:

  1. Character always move at max speed, meaning no acceleration on walking, running, dashing...
  2. Responsiveness and precision, meaning the player is able to control the length, height and duration of any movement action
  3. Environment matters, meaning that the movement and actions can change depending on the environment, e.g. wall slide, climb ladders...

The core of such movement is to offer a fluid and accurate movement to the players in such a way that they can perform any sort of complex acrobatics, especially while fighting bosses in a boss pit. To achieve that, the following actions needs especial attention:

  • Dash (and air dash)
  • Wall slide (and wall jump)

Combat

Kitchen Tales combat relies on the concept of micro combos and special actions, which means that depending on the combination of inputs the actor can perform different and more complex actions, e.g. pressing ⬆️ ➡️ 👊 can perform a special action instead of just making a normal 👊

The combat system also uses the concept of attack modifiers, which means that in different states the character perform different actions for the same inputs. E.g. in air attack, dash attack, etc...

The major idea is that the player can use any sort of actions to create complex and dynamic combats, while each individual set of actions, which will depend on which cuisine the player is currently on, has simple attack modifiers and special actions, when they all are available the gameplay becomes more complex, as the player can change between each style in the middle of the combat with no restrictions.

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