In Zealous Stunt Chef (current working name) you are a chef at a hibachi style restaurant with questionable organizational staff. It’s a project I’ve had bouncing around in my head for 2 years.
You are presented with a table full of random ingredients and tools and must kludge together quality food for your customers.
The goal for the project is to create something that is a mix of elements from Infinite Craft and Into The Breach with management components, and of course, bellies. I would consider it being a puzzle game, but also a strategy game, and management game.
The core gameplay elements are already implemented. And the game is structured to handle new characters and food items dynamically.
Core vision for the game
The basic game revolves around preparing food by mixing ingredients to make food to feed to customers to get money.
Each customer has an amount of patience. Every action you take, whether that be swapping or mixing two items, or doing a sick trick drains a small amount of that reserve. And with long production chains for more expensive and filling food the game becomes an exercise in carefully planning your moves.
These type of restaurants are famous for having chefs do tricks to wow the guests. That will be true in Zealous Stunt Chef as well! Mechanically in game the tricks you do will function a lot like weapons and abilities in Into The Breach. The limited use tricks you use will increase the perceived quality of the ingredients and foods you use them on, but just as important, they will let you manipulate the game board to help you make better use of the limited patience of your customers.
I believe, that this core gameplay when fleshed out will be engaging, and interesting to play. But the nice this is I have many planned avenues for expansion on these mechanics.
That’s cool, right?
But what about the belly? The eating? The fat?
Bellies, weight gain, and eating
As the girls eat, their bellies grow.
One of the features I’m very proud to work on is the separation of weight gain and stomach capacity.
If your customers are happy, they will came back for more. If you feed them fattening food, they will gain weight!
But what if you're someone who likes stuffing, not WG?
My goal is that if you choose the right foods, you can over feed your customers, and just have their stomach capacity expand, instead of their waistline. At the same time, if you’re not interested in your customers becoming a black hole of over-consumption, then you can also make your customers gain weight by preparing calorie dense foods and just giving them their check when they’re comfortably full!
You could even run the business reasonably, and not make your customers fat, or garbage disposals. But that’s not what you’re here for, right?
Customer first
Still talking about the vision for the project; how your customers change as you serve them is a massive part of the project. Beyond just weight and stomach capacity, there are many things that will affect how easy or hard it is to satisfy their appetites.
Food has a quality value. Customers want good food! Your tricks will increase the perceived quality of the foods you make. Beyond that customers will have positive and negative preferences, further affecting the perceived quality of the food.
Okay cool?
One of the closely tied concepts with feederism and stuffing and other things are personality traits. The taboo desire. Losing control. Selfishness. Greed.
When a customer gets a lot of food above the quality they expect, their standards rise. If you fail to meet their standards they will be unhappy, and you get less tips. So serving up quality food is a way to gradually increase the difficulty of the game naturally, at your pace. But beyond that, if the customer can become greedy if you spoil them.
Greed will affect a lot of things. They will be less patient, they will expect better food, and they will maybe be less generous when tipping. BUT, on the other hand greedy character want to eat more, and will be happier customers when their whims are satisfied. Greed exists to make things harder, but more rewarding. Also it should be hot.
All the different factors mentioned, and unmentioned should get together to to allow for characters to feel different in mechanical ways, pace difficulty naturally with game mechanics instead of ‘bullet sponge’ difficulty, and give players freedom to mold customers how they like.
Beyond eating and feeding - the future
I have several routes of expansion in mind already
- Back room kitchen where you can affect the random assortment of ingredients you get. Spend earned money to buy higher quality ingredients or new ingredients entirely. Higher staff to pre-proccess some of the ingredients (Flour → dough, saving crucial actions). Buy upgrades to unlock more customer info, or make certain appliance built into your table to save space for more ingredients.
- Dialogue: stave off the customer’s patience by making small talk. Learn their preferences. Encourage personality changes.
- More tricks and upgradable tricks: Spend money to unlock/upgrade tricks. Multi slash may start with a 2 tile length, so spend money to make it 3 tiles, 4, etc
- Group customers. Manage 2, 3, or 4 customers to really challenge your skills, upgrades, and brain. Try to keep all of them happy for a big payout. Or spoil one customer over the others to encourage/reward their greed.
After that, I think the framework of the game is fertile for even further expansion. But lets leave that for the future.
RIGHT NOW
BTS patrons can play this early build right now: https://www.patreon.com/posts/zealous-stunt-133041331
But development has been quick, so I expect to have public build out pretty soon as well.
Game development/writing is the way I make my modest living. It’s a luxury to have the support I do and I’m very thankful for the support I have.
I’d like to keep working on this project. I Will be working on it concurrently with my other project Myre’s Massive Mealtime - development (v0.604 - 6/27 games and words)
But if you like this project, or MMM, and want to see it continue, it’d really help me to have additional funding. Part of the reason I started rapid dev on Zealous Stunt Chef was because my rent and other bills jumped by 200 dollars.
If you can’t afford that: My goal with most of my projects is to release them for free. The patreon is there to fund development. The money goes toward feeding me and my family, and when I can money goes towards hiring artists to contribute to the projects make.
If you can’t afford it, or choose not to, that’s fine! I’d ask that you support me by spreading the word. Talk about the projects. And follow my social media accounts
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