● PLAYABLE DEMO
Order Up!
Guests order, ingredients fall, and you slide the pan to build every ticket bottom-up.
Catch the right thing, in the right order
A guest orders a dish and the ticket shows it as a stack. Ingredients drop from the ceiling in a stream and you slide one pan along the counter to catch them — but only the item the stack needs next counts, and catching it dead-centre pays a bonus. Everything else has to be let through.
Each guest has patience that drains while you work, and the drain gets faster as the shift goes on, so a seven-item tower is a genuinely different problem from two burgers. Lose a guest and you lose a heart; lose them all and the shift ends.
The loop around the shift is what makes this one different. Every served plate pays a tip, and between shifts those tips go into a shop — six boosts that each last one shift, plus permanent fittings for the room. Twenty ingredients feed eight dishes that unlock as you go, so there is always a next thing to reach.
A warm diner that fills up as you earn
A hand-drawn late-night diner — chef, counter, waiting guests, chalkboard menu — in a warm, saturated palette. Every shape is drawn at runtime rather than loaded, so the whole scene is line and colour rather than fixed artwork.
The ten unlockable fittings mean the room visibly changes as a player progresses, which is the reward doing double duty: it is a spend, and it is proof of how far they have got.
What changes when it's yours
The menu becomes your menu and the ingredients become your components, so playing the game teaches your range without a single line of ad copy. Tips become your points, the shop becomes your reward tier, and the fittings become the things a member unlocks — which is why this is the format to pick when the brief is a loyalty programme rather than a one-off campaign.
Other mechanics we can build on
- PLAYABLE DEMO
Endless runner · One thumb · Web
Crowd Surge
Steer a growing squad into the gate worth taking and shoot the other one until it is. The gates are where your offer goes, so every choice is a message someone actually reads.
- PLAYABLE DEMO
Arcade dodger · Draw to move · Web
Neon Wire
Hold to draw a wire and the wheel sticks to whatever you paint, while the ink drains as you draw. Quick to learn, hard to put down — built for a single-session push.
- PLAYABLE DEMO
Fishing · Hold and release · Web
Deep Line
Sink the hook, catch what you can, then reel it up before the line snaps. A collection loop with dozens of catchable items — drawn as your products or rewards.
Want this in your brand?
Tell us the campaign and we'll come back with what a rebuild looks like.