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DFY Games
Cooking rush games4 min read · updated

Scope a cooking game without content overload

Quick answer

Scope a cooking game by counting stations, ingredients and recipes in one matrix, because content multiplies: every new ingredient adds art, timing rules and recipe combinations to test. Lock one kitchen's matrix in the blueprint, see a single order loop working from order to tip, and add dishes or restaurants only after that loop is fun.

Lock first
Stations, ingredients, recipes
Prove first
One order loop, order to tip
One-kitchen scope
Fits Core Game
Extra restaurants
Advanced scope
Retro diner kitchen with a sizzling grill and happy customers, the poster for the example cooking concept

Why cooking games overload on content

Cooking ideas grow by adding food, and food feels cheap to add. One more topping, one more drink, one more dessert. Each addition looks like a single item on a list, but it lands in four places: art for the raw and cooked states, a station rule, new recipe combinations, and level design that uses it. Ten small additions can double the testing of a game without anyone deciding to double it.

The answer is to count the content in one table before the build starts and treat the table as the scope. The cooking cost guide covers what each package costs; this guide is about filling in that table so the package you pick can hold your game.

The recipe, order and station matrix

Stations go down the side, recipes across the top. A mark means the recipe passes through that station. Read across a row to see how busy a station is; read down a column to see how many steps a recipe takes. The example below is a one-diner scope modeled on our example cooking concept.

Station by recipe matrix for one diner. Illustrative: 4 stations, 8 ingredients, 6 recipes.
StationPlain burgerCheeseburgerTomato burgerFriesBurger + friesSoda
Grill (patty)YesYesYesYes
Board (bun, cheese, tomato, lettuce)YesYesYesYes
Fryer (fries)YesYes
Soda fountainYes
Steps to serve222131

Orders are combinations of recipes. With six recipes and orders of one or two items, there are already more than 20 distinct orders. That is plenty for a first release, because difficulty comes from speed, patience timers and how many customers wait at once.

How one added ingredient spreads through the game
AddArtRulesRecipes and ordersTesting
One topping (for example bacon)Raw and cooked sprite, order-bubble iconGrill timing, burn stateTwo or three new burgers, many new order combinationsEvery level that can request it
One station (for example a dessert counter)Station art, animation, upgrade cardIts own timer, capacity and upgrade ladderA new recipe familyBalancing against the other stations and the upgrade economy
One restaurantKitchen layout, customers, decor, musicNew stations and patience rulesA new recipe listA new difficulty curve; this is Advanced scope
A delighted customer with heart eyes catches a burger as PERFECT! and COMBO x3 pop over coins and hearts
From our example cooking concept: ingredients with distinct shapes and colors let orders read at a glance, which matters more than the number of dishes.

The single-loop demonstration

Before any extra food goes in, ask to see one order loop working at final feel. In our example concept the first serve lands in under ten seconds: one customer, one burger. On a Core build, the playable loop arrives at the prototype checkpoint around days two to three, which is the right time to judge it.

What the single-loop demonstration should show

  • A customer arrives with an order bubble you can read without zooming.
  • Tapping or dragging moves an ingredient to a station, and the station shows progress.
  • Overcooking is possible and visible, with a way to recover.
  • The plated dish goes to the customer, who reacts with a mood change and a tip.
  • The patience timer runs out on a customer you ignore, and the game shows the cost.
  • Coins from the level buy one station upgrade that makes the next level noticeably easier.
  • The loop runs on your smallest supported phone with every element readable.

A scope ladder from one loop to a food town

How a cooking idea grows, and where each step lands
StepContentPackage fit
1. One loopOne diner, 3-4 stations, a short ingredient list, a handful of recipes, levels with star goalsCore Game, $499, or Core Game + Launch, $1,299
2. Deeper kitchenThe same diner with more recipes and an upgrade ladder per stationUsually still Core if the recipe list is agreed in the blueprint
3. Second locationA new restaurant with its own stations and recipes, joined by a mapAdvanced Game + Launch, $2,999
4. Food townSeveral locations, recipe trees, staff, eventsAdvanced if bounded in the blueprint; ongoing seasonal content is quoted separately
Town map with a winding road linking a diner, beach shack, taco truck and a locked sushi bar
From our example cooking concept: the Food Town map is step 4 on the ladder, the Advanced version of the idea.

Putting the matrix in your brief

Attach the filled-in matrix to your brief and mark which recipes and stations are launch content and which are a wish list. At kickoff the scope is confirmed in a written blueprint; refinements inside it are unlimited until first submission, while new stations, recipe families or restaurants after approval are scope changes. If the matrix turns out bigger than your package, you can trim it, upgrade for the difference, or take a full refund.

The mobile game brief template has room for the matrix alongside audience and monetization. To see the full example concept, including its art direction and first minute, visit the cooking rush concept page.

Frequently asked questions

How many recipes should a first cooking game have?

Enough to make varied orders from a short ingredient list; six recipes in one or two-item orders already produce more than 20 distinct orders. Difficulty can come from speed and customer count instead of new food.

What is a recipe and station matrix?

A table with stations down the side and recipes across the top, marking which station each recipe uses. It shows how busy each station is and how many steps each dish takes, which makes the scope visible.

Why does adding one ingredient matter so much?

Each ingredient needs raw and cooked art, station rules, new recipe and order combinations, and testing in every level that can request it.

Does a second restaurant fit the Core package?

No. Extra restaurants and recipe trees move a cooking game to Advanced Game + Launch at $2,999.

What should I check at the first playable checkpoint?

One complete order loop at final feel: a readable order, cooking with visible progress, serving, a tip, an expired customer and one upgrade that makes the next level easier.

Written and reviewed by the DFY Games team. Published ; facts checked . Prices and store rules change: check the linked sources before you rely on a figure.

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