Restaraunt Roguelike Help

Question

TL;DR:

I am making a restaurant roguelike where you cook food with minigames to earn money and then spend that money defending lawsuits from big fast food companies trying to shut you down. The core loop works on paper, but playtesting is not very fun. Looking for small scope ideas to improve it.

So I am making a restaurant roguelike for a game jam, and I need some narrow scope ideas to add some fun to the game.

Here is the basic premise. I am following a standard resource gather → resource spend gameplay loop.

Resource Gather Phase

You run your restaurant and have three items you can sell. You can set the price of each item, and there are minigames used to prepare them for customers. If you mess up the minigame, the item comes out at a lower quality.

Each customer has specific quality expectations for the items they order. If you meet their expectations, they may tip you a bonus amount of money.

Customer orders are random, but their quality expectations remain consistent. There is also a popularity meter that increases when customers are satisfied. Higher popularity lets you charge higher prices and increases the chance that customers order all three items.

Resource Spend Phase

At the end of each day, you might get sued by large fast food chains trying to shut down your restaurant because they claim you stole their recipes.

Lore drop... they are actually correct, but we ignore that part.

You must spend money on legal defense. The higher the quality of your food, the more likely you are to receive a lawsuit. Later in the game the lawsuits become more expensive and difficult.

If you lose a lawsuit, you can no longer serve that item.

You lose the run if you get sued out of serving all three items.

On paper this seems like a solid gameplay loop, but during playtesting it just isn't fun yet.

Does anyone have ideas for small scope mechanics or systems I could add that would make the game more engaging?

Help a brother out.

Posted Mar 5, 2026, 2:35 AM UTC

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