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—> “Well, would ya look at that? ''[[Franchise/{{Pokemon}} It’s not very effective!]]''”

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—> “Well, -->“Well, would ya look at that? ''[[Franchise/{{Pokemon}} It’s not very effective!]]''”
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** When [[NoSell blocking a rival food truck attack]], Cleaver may remark with the following:
—> “Well, would ya look at that? ''[[Franchise/{{Pokemon}} It’s not very effective!]]''”
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* BoringButPractical: Salads are a relatively basic dish that earns you a somewhat lukewarm $15 once fully upgraded, but they're not subject to Menu Rot, add Buzz once you unlock Carryout Service, have only a small handful of ingredients, and the upgrades simply add more dressings. It's not uncommon for salads to be one of the first things players add to their menu at the start of a new game, almost never leaving once added.


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** Fish similarly goes for $20 a plate once fully upgraded, and is incredibly easy to prep, requiring only four simple button presses. The only gameplay change that comes via upgrades is the possibility that lemon might need to be added - otherwise, much like chicken, the upgrades do nothing but up the menu price.
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* ObviousBeta: ''[=CSD2=]'' originally shipped with a plethora of bugs and missing features, making it feel very bareboned in comparison to the first game. It wasn't until the 1.5 update, released a few months after the game came out, that most of the missing content was finally restored.
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** Read the description for onigiri. Are they describing rice balls or Franchise/{{Pokemon}}?
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No Pronunciation Guide is now a disambig. Dewicking


* NoPronunciationGuide: How exactly does one pronounce "UEIYAV"?
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* AluminumChristmasTrees: One would be forgiven for thinking the ingredients list for King Cake including "Baby" (a little plastic toy baby) is a goofy part of how dangerous the world has become, mentioning the choking hazard in the item descriptions, whereas most descriptions are already made-up jokes. [[https://en.wikipedia.org/wiki/King_cake Real King Cakes]] actually are traditionally made with a tiny plastic toy inside but this practice has been mostly phased out in most countries due to the aforementioned choking hazard.
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* AluminiumChristmasTrees: Casu marzu. While this cheese isn't used as a wine flavor like the game suggests, such a variety of cheese does exist. [[https://en.wikipedia.org/wiki/Casu_marzu And it's a little squickier than the game implies]].
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* MassiveMultiplayerCrossover: The Battle Kitchen mode includes as unlockables characters from ''VideoGame/RiskOfRain'', ''VideoGame/HotlineMiami'', ''VideoGame/RogueLegacy'', ''VideoGame/GhostSongAJourneyOfHope'', ''VideoGame/GangBeasts'', ''VideoGame/AssaultAndroidCactus'', ''VideoGame/{{Speedrunners}}'', ''VideoGame/ShovelKnight'', ''VideoGame/NuclearThrone'', ''VideoGame/{{SUPERHOT}}'', ''VideoGame/{{Luftrausers}}'', ''VideoGame/LethalLeague'', ''VideoGame/{{Nidhogg}}'', ''VideoGame/FTLFasterThanLight'', ''VideoGame/DustAnElysianTail'', ''VideoGame/JoeDanger'', ''VideoGame/PixelJunkMonsters'', ''VideoGame/PixelJunkNomNomGalaxy'', and ''[[{{VideoGame/StealthBastard}} Stealth, Inc. 2]]''.

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* MassiveMultiplayerCrossover: The Battle Kitchen mode includes as unlockables characters from ''VideoGame/RiskOfRain'', ''VideoGame/HotlineMiami'', ''VideoGame/RogueLegacy'', ''VideoGame/GhostSongAJourneyOfHope'', ''VideoGame/GhostSong'', ''VideoGame/GangBeasts'', ''VideoGame/AssaultAndroidCactus'', ''VideoGame/{{Speedrunners}}'', ''VideoGame/ShovelKnight'', ''VideoGame/NuclearThrone'', ''VideoGame/{{SUPERHOT}}'', ''VideoGame/{{Luftrausers}}'', ''VideoGame/LethalLeague'', ''VideoGame/{{Nidhogg}}'', ''VideoGame/FTLFasterThanLight'', ''VideoGame/DustAnElysianTail'', ''VideoGame/JoeDanger'', ''VideoGame/PixelJunkMonsters'', ''VideoGame/PixelJunkNomNomGalaxy'', and ''[[{{VideoGame/StealthBastard}} Stealth, Inc. 2]]''.
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Up To Eleven is a defunct trope


** The Super Rush Hours of Extreme Difficulty take this UpToEleven; when they start, your entire restaurant is [[IncendiaryExponent engulfed in flames]].

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** The Super Rush Hours of Extreme Difficulty take this UpToEleven; up to eleven; when they start, your entire restaurant is [[IncendiaryExponent engulfed in flames]].



* ZergRush: Rush Hours - 60 seconds where EVERY order slot is full and customers are replaced almost as quickly as you serve them. [[UpToEleven And you have to deal with these twice a day.]] It's usually during these periods that experienced players make or break their Perfect Day ranking.

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* ZergRush: Rush Hours - 60 seconds where EVERY order slot is full and customers are replaced almost as quickly as you serve them. [[UpToEleven And you have to deal with these twice a day.]] day. It's usually during these periods that experienced players make or break their Perfect Day ranking.
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* RedOniBlueOni: Your companions, Whisk and Cleaver, who ironically have inverted colors for this trope. Whisk is very quick to praise the Chef's efforts and accomplishments, while Cleaver is much more critical of them and will treat anything below a gold medal as okay at best. Whisk also drives the truck, while Cleaver directly helps the Chef with orders and keeps them updated.
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* PigLatin: The lyrics to "A la Idavay!" are sung in pig-latinised Spanish.
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* WillReturnCaption: At the end of the ending credits, the captions "CSD will return" shows up. [[https://i.imgur.com/PzlCzto.png Chubigans forgot he put it in as a gag and didn't have solid plans for a sequel at the time]].
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* NoSell: Each level of the "Food Truck Reinforcements" upgrade allows you to do this to a different type of food truck attack. At its maximum level, you'll be completely immune to rival food trucks of all types.[[labelnote:*]]Except in the Iron Cook Speedway, which automatically disables such upgrades. [[JustifiedTrope Justified]] in that it's supposed to be a high-stakes, high-intensity competition; needless to say, allowing you to keep your enhanced defenses would give you a ''massive'' advantage.[[/labelnote]]
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* MarathonLevel: Any stage appropriately titled "Endurance", which typically have at ''least'' seven stops.

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* ShoutOut: One of the float recipes, the Root "Baer" Float, is a nod to [=YouTuber=] and streamer [=BaerTaffy=], who has extensively played through every game in the series.

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* ShoutOut: ShoutOut:
**
One of the float recipes, the Root "Baer" Float, is a nod to [=YouTuber=] and streamer [=BaerTaffy=], who has extensively played through every game in the series.series.
** The "Dreamy Chef" trinket is a photo of Chairman Kaga from ''Series/IronChef''.[[labelnote:*]]In fact, the picture in question is a monochrome, mirrored, and autographed version of the one on the show's page.[[/labelnote]]
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** The third game ups the ante by turning every level into a series of these, broken up by calm stretches that allow you to focus on restocking your holding stations and preparing for the next stop.

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** The Patience mechanic has been completely overhauled for Holding Station dishes, effectively tripling the amount of time you have to serve them as long as you manage your stations correctly and have at least one serving of each dish ready to go at any given time. This helps to emphasize accuracy and resource management over the previous two games' focus on speed above all else.

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** The Patience mechanic has been completely overhauled for Holding Station dishes, effectively tripling greatly extending the amount of time you have to serve them as long as you manage your stations correctly and have at least one serving of each dish ready to go at any given time. This helps to emphasize accuracy and resource management over the previous two games' focus on speed above all else.



* InterfaceScrew: Food truck attacks can prevent you from seeing important information or partially shut down your systems. Getting shot at usually results in your holding stations being knocked out for the rest of the day, and hacking attacks can range from from blocking you from seeing Today's Menu - and how many orders you need to fill in your holding stations, blinding your incoming orders before you work on them, or prevent you from seeing your cooking timer.

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* InterfaceScrew: Food truck attacks can prevent you from seeing important information or partially shut down generally screw with your systems. systems in various ways. Getting shot at usually results in at least one of your holding stations being knocked out for the rest of the day, ramming attacks can change your order queue or knock out any dishes currently in your holding stations, and hacking attacks can range from from blocking you from seeing Today's Menu - and how many orders you need to fill in your holding stations, Menu, blinding your incoming orders before you work on them, or prevent you from seeing your cooking timer.


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* ShoutOut: One of the float recipes, the Root "Baer" Float, is a nod to [=YouTuber=] and streamer [=BaerTaffy=], who has extensively played through every game in the series.

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** The Patience mechanic has been completely overhauled for Holding Station dishes, effectively tripling the amount of time you have to serve them as long as you manage your stations correctly and have at least one serving of each dish ready to go at any given time. This helps to emphasize accuracy and resource management over the previous two games' focus on speed above all else.



* ObviousRulePatch: Because prepping food in a Holding Station fully refreshes the patience of any order requesting said food as long as no servings are available at the time, a high-level tactic in ''2'' to make more hectic stages easier was to continuously dump and re-prep Holding Station foods, greatly prolonging the duration that said orders stuck around in order to give the player more space to focus on non-HS foods and chores. ''3'' combats this tactic by introducing a secondary patience level. If a Holding Station food runs out of servings while orders for that food are still active, then the next time that food is ready, those orders will be marked with a yellow "?!" symbol. If it happens again while those same orders are still waiting, it'll be replaced by a red "!!" symbol. Do it a third time, and you'll automatically fail the order. Fortunately, these orders are marked with a highly visible glowing border, and the auto-serve key will prioritize these orders, helping to prevent you from failing an order this way inadvertently.
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** Each level in ''2'''s Chef 4 Hire mode locked you into a specific menu, turning certain shifts into insidious showstoppers that were absolute nightmares just to complete, let alone get a [[NoDamageRun gold medal]] on. ''3'' changes this so that, as long as you meet a certain point threshold (if, indeed, the level even has one), you can make your menu as easy - or as difficult - as you want. While having a tougher menu earns you more money, thus allowing you to purchase new foods and upgrade your truck faster, if your only concern is progressing through the game, you can set your menu to meet the bare minimum point requirement and breeze through with relative ease.


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* NonIndicativeDifficulty: Generally speaking, the higher a dish's point value is, the harder it is to complete perfectly and, consequently, the more money it earns you. However, some dishes' high point values stem almost entirely from their default key bindings, being relatively simplistic otherwise. If you change the keybinds to something more streamlined, then it's entirely possible to make a 5-point dish as easy as a 1-point dish, allowing you to earn lots of cash for far less effort than intended.
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A new title in the series called ''[[https://store.steampowered.com/app/1928090/Cook_Serve_Forever/ Cook Serve Forever]]'' was announced in 2022. The game follows the story of aspiring chef Nori Kaga and her journey to rise to the top of the culinary world.
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/cookservedelicious_8029.png]]
[[caption-width-right:350:[[{{LetsPlay/NerdCubed}} Oh my god!]] '''''[[SeriousBusiness FLUSH THE TOILET!]]''''']]
[-'''''BEGIN!'''''-]

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%% Image selected per Image Pickin' thread: https://tvtropes.org/pmwiki/posts.php?discussion=1649699236055151600
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/cookservedelicious_8029.png]]
[[caption-width-right:350:[[{{LetsPlay/NerdCubed}} Oh my god!]] '''''[[SeriousBusiness FLUSH THE TOILET!]]''''']]
[-'''''BEGIN!'''''-]
org/pmwiki/pub/images/csd_rsz.png]]
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* ObviousRulePatch: Because prepping food in a Holding Station fully refreshes the patience of any order requesting said food as long as no servings are available at the time, a high-level tactic in ''2'' to make more hectic stages easier was to continuously dump and re-prep Holding Station foods, greatly prolonging the duration that said orders stuck around in order to give the player more space to focus on non-HS foods and chores. ''3'' combats this tactic by introducing a secondary patience level. If a Holding Station food runs out of servings while orders for that food are still active, then the next time that food is ready, those orders will be marked with a yellow "?!" symbol. If it happens again while those same orders are still waiting, it'll be replaced by a red "!!" symbol. Do it a third time, and you'll automatically fail the order. Fortunately, these orders are marked with a highly visible glowing border, and the auto-serve key will prioritize these orders, helping to prevent you from failing an order this way inadvertently.
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Natter removal


* AdamSmithHatesYourGuts: Every town has its local currency that is then converted to a cryptocurrency that you use to buy things. However, the more you level up, these local currencies are worth progressively ''less'' the more you approach the capital instead of more, as you'd expect. The {{Doylist}} reason is obviously to maintain balance since you get more and more customers the more you advance in the game but the in-universe reason is pretty non-existent.

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* AdamSmithHatesYourGuts: Every town has its local currency that is then converted to a cryptocurrency that you use to buy things. However, the more you level up, these local currencies are worth progressively ''less'' the more you approach the capital instead of more, as you'd expect. The {{Doylist}} reason is obviously to maintain balance since you get more and more customers the more you advance in the game but the in-universe reason is pretty non-existent.

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Misuse - All There In The Manual is only for when the info isn't included. Players skipping over it doesn't count.


* AllThereInTheManual:
** The reason why you have to start with virtually nothing in a brand new tower? Initially, you'd only find out if you read the Steam store page, while the game itself simply drops you into the new tower without any explanation as to what happened to the old one. The 1.5 update finally included an intro explaining this.
** Almost all of the world-building is done via emails and flavor text for foods and restaurants, which not all players read.

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* AllThereInTheManual:
**
AllThereInTheManual: The reason why you have to start with virtually nothing in a brand new tower? tower in [=CSD2=]. Initially, you'd only find out if you read the Steam store page, while the game itself simply drops you into the new tower without any explanation as to what happened to the old one. The 1.5 update finally included an intro explaining this.
** Almost all of the world-building is done via emails and flavor text for foods and restaurants, which not all players read.
this.
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* CrapsaccharineWorld: On the surface, everything ''looks'' silly and upbeat. However, once you start to peel back the façade by reading food descriptions and restaurant blurbs, you begin to realize that the world outside the walls of your restaurant is barely a step shy of Hell on Earth. Then ''[=CSD3=]'' all but drops said façade outright, allowing you to see the sorry state of the world for yourself.

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* CrapsaccharineWorld: On the surface, everything ''looks'' silly and upbeat. However, once you start to peel back the façade by reading emails, food descriptions descriptions, and restaurant blurbs, you begin to realize that the world outside the walls of your restaurant is barely a step shy of Hell on Earth. Then ''[=CSD3=]'' all but drops said façade outright, allowing you to see the sorry state of the world for yourself.
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* CrapsaccharineWorld: On the surface, everything ''looks'' silly and upbeat. However, once you start to peel back the façade by reading food descriptions and restaurant blurbs, you begin to realize that the world outside the walls of your restaurant is barely a step shy of Hell on Earth. Then ''[=CSD3=]'' all but drops said façade outright, allowing you to see the sorry state of the world for yourself.
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* AluminumChristmasTrees: One would be forgiven for thinking the ingredients list for King Cake including "Baby" (a little plastic toy baby) is a goofy part of how dangerous the world has become, mentioning the choking hazard in the item descriptions, whereas most descriptions are already made-up jokes. [[https://en.wikipedia.org/wiki/King_cake Read about real King Cakes here]].

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* AluminumChristmasTrees: One would be forgiven for thinking the ingredients list for King Cake including "Baby" (a little plastic toy baby) is a goofy part of how dangerous the world has become, mentioning the choking hazard in the item descriptions, whereas most descriptions are already made-up jokes. [[https://en.wikipedia.org/wiki/King_cake Read about real Real King Cakes here]].Cakes]] actually are traditionally made with a tiny plastic toy inside but this practice has been mostly phased out in most countries due to the aforementioned choking hazard.
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* NoPronunciationGuide: How exactly does one pronounce "UEIYAV"?
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* GameBreakingBug: Experimentation with holding station-optional foods has revealed that the [[ScrappyMechanic ridiculous amount of chores encountered during a single shift]] in comparison to the first game is likely due to a couple of major design oversights pertaining to the way holding stations work.[[labelnote:Explanation]]Basically, when you serve a dish that's on a holding station, the game treats it as if you served that dish twice: once for the actual serving of the dish, and once for decrementing the corresponding holding station counter. This is likely due to the game being unable to differentiate between serving an entrée versus serving a side, which doesn't actually occupy a prep station and instead goes out with a main entrée - thus, advancing chores when a side is served would be the intended result, whereas advancing them when an entrée holding station is decremented would not. Even worse, once you've used up the final item in a holding station, the game seems to count it as if you'd discarded a holding station with food still in it, causing a major advancement in the trash meter when it shouldn't advance at all. Thus, the serving of a single order can advance certain chore counters up to ''four times'' - once for serving the dish itself, once for decrementing its corresponding holding station counter, once for clearing out the holding station if it was the last item, and once for serving a side - hence why chores seem to roll in endlessly, especially with menus that are highly reliant on holding stations.[[/labelnote]] Thus, in CSD mode, it's better to build a menu that relies upon holding stations as little as possible if you haven't had a chance to purchase many of the chore-reducing upgrades (though this unfortunately doesn't help when it comes to Chef 4 Hire mode, where there are no upgrades and you have no control over the menu), and to ignore holding stations if your menu has any HS-optional items. This bug appears to have never been fixed, and it's likely due to the inability and/or unwilligness to do so that chores were eschewed entirely in the the next game.

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