A genre of Casual Video Games
, where the almost Always Female
hero is a woman doing stereotypically feminine tasks
, such as serving food or changing babies' diapers. You must do the tasks as fast as possible, and usually you gain more points by chaining more and more actions together.
Compare Real Time Strategy
- The Trope Maker would be the decidedly non-feminine Tapper, available in both Budweiser and Root Beer versions.
- Diner Dash and its sequels/spinoffs/ripoffs.
- Cake Mania
- Papa Louie Arcade
- Carrie The Caregiver
- Miss Management, though it has more of a plot than most games in the series. Unsurprisingly it was created by the people who made Diner Dash.
- Betty's Beer Bar (a case where the tasks are hardly feminine...)
- Snowy's Lunch Rush, a rare instance where the hero is male. Other than that, it's still a pretty blatant "Diner Dash" clone...
- Sally's Salon/Spa/Studio. The spin-off Sally's Quick Clips is, like the Rush series below, a combination of this and a Match Three Game.
- Nanny Mania
- Donald Duck's Playground has Donald working in a toy store, on the railroad, at the airport and at the greengrocer's to earn money to buy fixtures for the titular playground.
- Despite the similarity of the names, the Rush series — Burger Rush, Coffee Rush et cetera — are not Diner Dash clones but combine basic time management with elements from a Match Three Game — in order to create the dishes to serve customers, you have to match certain items on the board.
- Burger Shop one and two, and eggo kitchen. They come with a little twist that instead of choosing decorartions, you choose the foodstuff. Two also added breakfast, lunch and dinner, which changes what each customer wants.
- The McVideoGame has this on the scale of a multinational corporation. Guess which one.
- Hell's Kitchen. People expected a Cooking Mama kind of game, but no, it's a Time Management Game. With Ramsay's (censored) swearing to boot.
- Atelier Rorona combines this with a turn based RPG. Basically you fill out work orders in a specified amount of time to prove your shop is still worthwhile to the kingdom and avoid eviction, and you have to balance buying materials or spending time to procure them from dungeons.
- Atelier Ayesha applies a three year (in-game) global time limit to the entire game. Traveling, gathering, synthesizing, even resting all use precious time, and you have to fit a conventional story-driven RPG into it. Running out of time abruptly gives you the bad ending.
- Real Life. You get 75 years to become successful (more if you use Revenue Enhancing Devices.) You'll probably lose.