Momo Ramen by Yozoraki

Time Played: about 8 minutes

Overall Gameplay (10 / 13 points)

Comments: This was a really polished entry all around! The core gameplay loop was solid and refined, and I felt myself actually starting to stress out as the difficulty ramped up. It got a little monotonous after I hit about four stars, and I was a bit disappointed to not see any sort of victory screen once I hit five stars. I didn't feel any inclination to continue playing after that point. If the toys that you could collect would actually have some sort of gameplay impact I probably would've been entertained for longer. I wish the gameplay was a bit more dynamic in general. Every level was 30 seconds long and didn't develop any sorts of twists. In the later levels if you messed up one customer's order it was pretty much a death sentence. Maybe if this game was reimagined a bit to involve a steady flow of customers over longer periods of time, with varying rewards depending on how well you did, I could see it standing out more than it does.

Theme Inclusion (0 / 6 points)

Comments: I don't see any attempt to make a theme connection here.

Overall Presentation (9 / 10 points)

Comments: This game generally looked very good. The customers looking like statues of soul-sucking cats was a bit strange though. Giving them animations of some sort, whether for leaving the restaurant or for just sitting and waiting, would've given the scene a bit more life. This game was quick to tell me what to do so I didn't need to rely on the README, which is always a plus. It did take me a bit to figure out what the customers actually wanted though - the ingredients in the kitchen didn't visually match up very clearly with the customer's speech bubbles. SFX and BGM were great!

Final comments: This is a perfectly bite-sized entry that was built to completion. A solid go all around. A bit more variance in the gameplay (and an actual theme connection!) would've made it an obvious choice for a top ranking.

Total Score: 19 / 30