Submissions (38)

Horror and Cats's avatar
Horror and Cats2/20/2025

$2

I am a horror hound through and through, so cozy games never really pinged on my radar. But there were SO many Rewards for Critter Cafe available I thought "I can definitely make back the money I spend buying it and if I don't end up liking it, no harm no foul."

Turns out, I really like it haha. I'm an animal lover and that definitely gives it an upper hand for me to like it. Also, I didn't think I'd care that much about the cafe customization, but I ended up having a GREAT time making what I call The Gothic Grind Cafe. I'm still a horror hound at heart.

I think the most pleasantly surprising thing is the puzzles. Survival horror has more than its fair share of pushing around boxes and lining up esoteric contraptions, and Critter Cafe really scratches that itch. I think the puzzles are its strongest quality. I'm glad there are so many because I'm going to be bummed when they run dry. Maaaaaybe additional critter DLC...?

Most of them present a genuine challenge and one in particular was like watching one of those "satisfying" YouTube videos of like, M&M's being poured down a slide or something lol (it's the one where you pre-line up a bunch of Wing Clip pads so you just leap frog through the whole puzzle.)

All in all, while I definitely wouldn't have got it without the Just About incentive, I'm glad I gave it a shot and I'm still enjoying myself/making videos for it even having submitted to all the Rewards I planned to. I just recorded another 90 mins tonight actually.

Also, Steam Deck verified is a BIG boon for me, so extra points!

P.S. Add a bald hair style, please. We don't all have hair like members of BTS you know XD

Konquest's avatar
Konquest2/20/2025

$2

I wouldn't say I'm a hardcore gamer but I'm not a casual gamer as well. I bought the game in the morning and played non-stop literally and finished it a little after dinner, without speed running and taking some time to customize my cafe. As a long time fan of the Sims franchise I love customization elements.

One thing I wished was that instead of finding blue prints the cafe made money, points, token of some sort to unlock cafe items. In a way I find that more rewarding than finding them out in the wild, perhaps they could have made some items purchased and some found. I do like some sort of grind but too much e.g. GTA online. Gives players some sort of flexing power to show for their grind playing the game. In addition, I had also hoped that some of the customizations would have some effect on gameplay for instance the more expensive furniture could give bonuses or buffs. The money earned could be spent on cosmetics or other things like food and supplies. It would give the game more replay value. Parties would also have been better if we could do the setup ourselves and also an auto function for casual players.

The world is great in terms of scenery, but the world itself feels empty without the ability to interact with anything. It would have been nice to be able to interact with at least some NPCs or merchant NPCs to spend money on potions.

What pushed me to really finish the game quickly was how the objectives kept popping up that a rift has opened. I cannot stand those things in games, so when I see an objective I would rush to complete it. I would have rather took my time max bonding with the critters I have before saving the next but in doing that the objective list kept piling up so I couldn't have that.

Critters also had little effect on gameplay besides the cosmetics. During service they don't do anything other than being present and that was sort of a let down. I wished that critters could follow your avatar and had some interactions with the world like maybe reacting to the world or NPCs in some ways.

To date I have played the game for 13 hours, these are just some of my honest opinions. I don't mean to put anyone down or badmouth the developers. I understand that this game was probably aimed at the casual gamers but I the the potential in what it could have been.

The game initially gave me a feeling of whimsy and wonder taking me back to feeling like Peter Pan as he grew up and went back to neverland not wanting to grow up and I love it. But I was a bit disappointed at the end. I had wished for more replay value, even without objectives at least give us the ability to sandbox. I hope to see improvements in updates to make the game feel refreshed and take me back to that initial feeling.

mypets's avatar
mypets1/19/2025

$2

I think it's very difficult for someone to see the design of Critter Café and not be interested in playing it. It happened to me and I loved it. It's great to spend some time decorating my café and creating my own atmosphere. The animals also have a unique design and the moment of discovering which cute creature I've rescued this time is always a lot of fun.

At first you wonder if it's just going to be another game about cooking, but it really stands out because of the Critters, I love those little animals! As well as running the café, you also have to look after the critters, and it's great to have the possibility of different ways of playing. Exploration is also a lot of fun, rescuing the creatures and exploring the city and the park is really cool. I really like the minigames and puzzles that pop up, which also maintain this calm aspect of the game. There's nothing complex about the game, it's simple and easy to play, which is what the game is all about, and that makes it really good.

I didn't like the music very much but that's just me, in general I prefer to play with almost no sound... More interaction with the animals that would have a greater impact on the game would also be very nice, but I understand that not everyone likes that.

All in all, it's a very peaceful game, very cute and very cozy, and you can do things in your own time without too much agony, so that the experience doesn't get tiring at all. Multiplayer interaction would be a good introduction, maybe it would be a nice little game for couples haha (I love it).

JHenckes's avatar
JHenckes1/9/2025

$2

I remember talking about it with someone here on the site. I wasn't expecting anything from the game, I just started participating in the community so I could compete for prizes. But with all my heart. I really enjoyed it hahaha.

The game doesn't promise anything complex, and that's not even the intention, but everything simple in the game is well done, and I'm going to list the ones that caught my eye the most:

- We have the mechanics of organizing our coffee shop and it's very nice how this is done gradually. As well as giving us a sea of options to decorate as we wish, the mechanics also encourage us to keep reorganizing because we like a new chair that has appeared, because a prettier curtain has appeared or because the new wall texture is elegant hahaha. I love that.

- The game also sets itself apart from other coffee shop games with its Critters mechanic. WHAT CUTE ANIMALS, MY GOD. It's nice to alternate between a relaxing place to organize the scenery and mini games during the work period with puzzles that get more and more complex over the course of the game. If you're used to playing games like me, you don't need this level of difficulty, but it makes the game accessible to many people, such as children, who I believe are one of the game's main audiences. Oh, and I can't forget the mechanics of looking after your pet. I don't have as much fun with this part, but it's commendable that it's one more thing present in the game. I think it's important to praise the various gameplay possibilities that the game presents.

- As I briefly mentioned in the previous paragraph, the cafeteria part also features mini-games so that we can place orders, as well as challenges that involve us choosing the right furniture and Critters to gain more experience. This is the part of the game that we spend the most time on, and I don't think it gets tiring. At first I thought it would, but there are several new mechanics that appear in a very short time that have prevented this, so congratulations to the developers!

Finally, I think I can conclude by congratulating the game. I didn't expect anything and I was very surprised. Relaxing, fun, cute (a lot) and extremely well done for what it sets out to do. I've already recommended it to friends and my girlfriend, it's just what she likes and she's already started playing it hahaha.

Sturmer's avatar
Sturmer11/30/2024

$2

There’s a lot of praise for how cute and great the game is—and it truly is! But I’d like to add some constructive criticism. Please don’t hate me for taking on the devil’s advocate role here; my intent is to help, not harm. As someone who often works with indie developers during hackathons, I’ve developed a habit of spotting areas for improvement (call it a professional transformation, haha).

1. The World Feels Empty and Static

While I understand that the world isn’t the main focus of gameplay, its lack of interactivity stands out. Most objects, except for portals and a few puzzle-dungeon elements, are completely static. This makes the environment feel unnatural and artificial, which can break the role-playing experience. Even games like Hearthstone include small interactive elements that provide tactile audio-visual feedback, which enhances immersion.

2. Lack of Discovery

The Critter habitat feels completely empty—there’s nothing to find except static scenery. While I understand the concept of developing the area yourself, there’s no sense of surprise or reason to explore. A great example is Zelda: Breath of the Wild, where every step offers discovery, mystery, or reward. Players spent days exploring caves and forests because they knew there was always something hidden waiting to be found. Or Slime Rancher, even own fields contain mysteries. Adding similar elements would encourage exploration. Even small surprises, like “101 Koroks” hidden under stones or bushes, would make the world far more engaging.

3. NPCs Feel Like Background Props

NPCs are static and non-interactive. Why don’t they talk to the player or offer quests? The storyline says, “everyone’s talking about your café,” but when you approach them, all you hear is an “oh-oh” sound. NPCs could be used to reflect player progress. In cozy games, the buzz and interest from villagers—not just UI numbers—should represent your café’s success. As your café grows, villagers should talk more, visit often, and show excitement. Leveraging simple AI mechanics could add depth here, similar to what Arena Breakout does, where characters respond dynamically, creating the illusion of real personalities. This could save time when scripting each NPC.

4. Critters Aren’t Part of the Gameplay Loop

Critters, while adorable, don’t feel integrated into the core gameplay loop. Aside from the cutscenes, they mostly wander around and occasionally block your path. I know about the buffs, but why not make them more involved? For example, if a timer is about to expire, a critter could rush in to entertain a customer, stalling the timer for 10 seconds with stunts. Some critters could even attract specific visitors who come to interact with them and end up buying a cup of coffee.

5. Creativity vs. Quick-Time Event Mechanics

Currently, creativity and quick-time mechanics clash. The more developed and cozy your café becomes, the less efficient it is. Players quickly realize that decorations and furniture aren’t necessary and even hinder movement. The meta becomes squeezing as many chairs into a straight line near the kitchen as possible to optimize order completion.

Instead, you could introduce a system that rewards creativity. For example:

  • Decorations as Augmentations: Decorations could provide small experience bonuses within a certain radius (e.g., a lamp adds +12 XP in a 2-cell radius, a cat house adds +5 XP in a 10-cell radius).

  • Furniture Sets with Global Ratings: Combining furniture into sets—like a table, two chairs, a standing lamp, and a painting—could provide a +150 XP bonus and increase the café’s overall rating. This rating could then amplify XP earned for completed orders.

Such a system would incentivize players to design fully furnished cafés, even in distant corners, because the cumulative bonuses would outweigh the efficiency of minimal setups. A player would gain more XP from a beautifully furnished café fulfilling two orders than from a bare-bones café cramming in eight.

If you’re interested, I can develop a design document for this rating system. I’d need more information on available assets, how you store data about objects on a map etc.