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MONSTIEUR'S

Technical Designer:

  • Major contributor to design of core game loop and mechanics

  • Programmed core game loop, cooking, and murders

  • Implemented assets to create a cohesive experience

A monstrous cooking game / murder mystery where the dishes served hold the key to identifying the killer.

GOAL

  • To develop a procedural mystery tightly integrated within a cooking game

MURDER

  • Each day, one guest will be a murderer looking to kill your other customers

  • The murderer will order dishes to try to collect the ingredients necessary to create a potent poison

  • Carefully observe which dishes patrons order to identify the killer

  • When you are confident in your decision, poison the killer yourself before they can do any more damage to your business

  • The murder system is carefully designed to always give players just enough information to discover the answer without making it too obvious

COOKING

  • Take ingredients from the shelves, drop them in the pot, and serve the result to the right customer

  • Tactile and interactive. Bounce food of the walls, floor, and ceiling to complete dishes before your customers get impatient

  • Cooking mechanics are intentionally simple to allow players to focus on the deduction while also injecting a sense of whimsy into the gameplay

PROCESS

  • The game started with the concept of combining a cooking game with a procedural mystery

  • The concept of using the ingredients in dishes as clues to the murderer's identity was then developed to tightly connect those two elements of the game

  • The player's final goal is to find the murderer but all actions are taken through cooking dishes

  • The mechanics were fleshed out and the game's flow was solidified. Initially, players were given a warning before the murderer made a kill

  • Finally, playtesting revealed that the warning made the deduction element too easy. Removing it created the final state of the game loop as it is today

  • The core cooking and deduction systems are tightly interwoven to create a game where both critical thinking and fast reaction times are required to succeed

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