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Saturday, November 25, 2023 4:09:40 AM

Cuisineer Review (P4wn4g3)

Not really a candidate for "rouguelite." If you're hoping for an experience like other base builder/shop/dungeon crawler games you'll be disappointed.
Bad in-game player direction: You don't start with a Quest item fridge and the game gives no indication on how to store quest items or if you can even do this. After you upgrade your restaurant a few times you'll get a private fridge/chest in the mail that you put in your room for this purpose. The ability to upgrade cooking stations is an important aspect of the game that isn't discussed until after you discover it yourself or look it up. You need to do this to make higher level dishes. You do it not at the carpenter, but at the station itself by clicking the up-arrow in the top-right of the cooking screen that pops up. This is terrible UI and confuses every player. The Brewer (guy who enchants your weapons) is very confusing, but the criminally bad UI here relates to the mods tab. The mods tab seems useless when you look at it because it lists every single mod without any explanation as to what they do. It didn't occur to me until a guide for this was written that when you put a specific dish on a weapon you need to check that tab again to see what mods that dish will apply. This is so hidden that until the guide came around only one or two players seemed to have figured it out including the guide author. There are ways to increase customer types and foot traffic but this is never explained to the player, and even the in-game indicators for how much a certain customer will come in more lacks any meaningful explanations. The in-game indicators just have a 1-5 arrow up, they don't show percent increases nor do they indicate that these values are capped or where they are capped. They seem to be capped very low as to not really be worth using and they only affect what % of a customer will come in a day so having more than one of these is pretty useless. To increase foot traffic you just level up your restaurant, foot traffic caps at around level 4 and more cooking stations are then needed to get people in and out faster but this isn't explained. Also not explained is that Nobles and Greater Nobles will begin to appear at level 8 restaurant, the last income increasing level you'll get for your restaurant. In-depth mod descriptions are lacking, basically you need to get them on a gear to see what they do and even then many of the mods don't go into enough detail or have a bit of bad info. Quest interaction is terrible, quest items aren't marked in inventory, quest-giver dialogue inaccurate and won't tell you what they want unless you go into Journal (you end up skipping dialogue due to this), and if you go up to the NPC and click on what they need certain NPCs will flat out lie to you. Quest UI improvements are needed in general. Craving days aren't useful. People will sometimes appear asking for a specific dish and they just hover at the front for a while with no indication on how to please them or make them go away. They only go away if you can cook the dishes they are requesting. No hints or indications of any kind are given on your options for upgrades, so you'll end up uselessly upgrading your restaurant more than other things, or wasting money on weapon upgrades. Calendar is pointless and misleading. The calendar is pointless in this game, craving days are automatic and hard to prepare for anyway (not really worth preparing for since you have other things to do). The schedule is pointless and amounts to shops being closed certain days and people having birthdays which means they send you a cooked dish you can't use (except Adler who gives furniture), and the day/night cycle amounts to some different NPCs sometimes appearing at night but they only have occasional quests. You get more out of the schedule by sleeping after lunch rush, after checking the shops and determining they are no good, and after selecting items to upgrade.
Lack of progress in all aspects: No "on-death" levels and no permanent upgrades to combat i.e. skill tree. Your options for progressing your combat skills amounts to finding gear (dungeon grinding), Brewing (requires save-scum), buying a weapon with a good mod (requires grinding by checking the blacksmith and sleeping), upgrading potions (excruciatingly difficult for a very underwhelming reward so just go straight for HP regen), upgrading weapons (too expensive, bad upgrades). You want to focus most of your attention on brewing since it's really the only good change to your combat. Most upgrades to the restaurant are useless. The important upgrades to the restaurant are the first 4 which increase your abilities and foot traffic, then level 8 which unlocks nobles and greater nobles. Restaurant never gets busier after level 8. Otherwise upgrade cooking stations at the very not obvious upgrade menu for those, and unlock higher tier recipes so you can hopefully make more money. Mid-to-late-game sorely lacks any kind of progress helping of any kind, your income caps at around 60k, you will end up spending a week in a dungeon for every day cooking/upgrading, and your only in-game goal is slowly accumulating more money. You can make other goals like upgrading weapons, but realistically you shouldn't.
Too much grinding: Best to sleep day after day to find a good weapon at the blacksmith. Best to save-scum brewing. Best to go into a dungeon for some specific ingredients/building materials then leave when you are full and sleep. Cooking takes far too many ingredients, as do upgrades so most of the game is grinding ingredients with no way to alleviate this. Unnecessarily grindy for a weapon with a good mod, you NEED to find one good mod on a good weapon because you can only mod one of the two slots with the other becoming locked. The trader doesn't trade common for rare materials and is unavailable most days. You can't sell/trade leftovers, gear, or excess building materials (wood/rock). Combat is still grindy even after a great mod build because it is samey (special/attack/dash/repeat). The grind in this game is ultimately what makes me too bored to really want to finish it, though I might at some point still do that. As I've said there aren't fun sidequests or optional events to work on.
Too many under-utilized and relatively pointless upgrades/purchases: No menu in a restaurant game, cmon people this one is obvious. Decor is useless and the only decor that does anything besides looking nice are the "+customer type" decorations. Weapon upgrades are expensive and bad, prioritize getting good mods instead and you'll only be able to afford upgrades later in the game. Potion upgrades are expensive and bad, with the top tier upgrades only available after level 8 restaurant again and you need to grind hard for these upgrades. The cheese potion, hp regen, is the only one worth using and therefore upgrading. Brewing is needlessly limited by locking and rerolling, you get locked out of the mod you don't change, it takes a day to brew a mod, you spend a cooked dish when you use it on the mod, and you spend money each time you reroll the mod. Purchasing "+customer type" decor seems to have no good payoff and should be skipped. Increasing number of items you can hold doesn't scale with upgrades, there are no late game fixes for this and you end up having to constantly dive for materials.
Little to no incentive to explore and challenge yourself: No point in killing bosses except either for a specific quest or for unlocking some useless furniture you will never buy. No secrets or events in dungeons (except the offering statue which is good for combat but useless otherwise), in the restaurant, or in town. No unlocks aside from recipes. Huge number of missed opportunities for extra things in the game.
On the positive side, the weapon mods in this game are unique and interesting and fun to experiment with if you have a quick way of doing so.