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Let me talk about the conclusion first. This game is essentially a time management simulator of multi-line resource allocation. It is not a simple ordering and cooking. What you control is not the chef, but the rhythm of the entire restaurant. Every operation in the early stage will affect the fault tolerance rate of subsequent levels, so don't rush to unlock new dishes, lay a solid foundation first.
At the beginning, the system will ask you to make American waffles and vanilla ice cream. Don't underestimate these two, this is your lifeblood in the first two levels. Waffles have a short baking time and are served quickly, so they are suitable for filling the waiting time of customers. Although ice cream has many steps, the unit price is higher than waffles, so it is suitable for mass production after the customer flow stabilizes. My personal suggestion is to give priority to upgrading the ice cream recipe to Level 2, because after Level 2, its production time will be shortened by nearly one-third. This benefit is very considerable in the early stage, equivalent to the time you earn for every three servings.
Entering the mid-term, you will find that the combination of burgers and fried chicken is basically a universal solution. Burgers need to be assembled and fried chicken needs to be fried. These two actions do not conflict and can be performed in parallel. Remember a key node: start frying the chicken while toasting the bread. When the fried chicken comes out of the pan, the burger buns are just hot. If this timeline is stuck well, the time of an order can be reduced to half of the original time. I have roughly estimated that in the same minute, the number of meals produced by random tapping is about four to five orders. According to this rhythm, I can stably make seven to eight orders, which is nearly doubled in efficiency.
Sushi and ramen are bonus items in the later stages, so don't rush into them. The production chain of these two types is too long and the turnover is slow. Unless the task requires it, doing them in the early stage will slow down your overall rhythm. I have seen too many people attracted by the beauty of Japanese food from the beginning. As a result, the unit price for customers in the early stage cannot be increased, they do not have enough money to upgrade the cooking table, and they almost get stuck later. The correct approach is to wait until the fast food line is stable and there are enough gold coins to replenish daily ingredients to cope with subsequent special order tasks.
Another point that is easily overlooked is the customer's patience bar. Many players only focus on cooking and don't pay attention to the exclamation mark above the customer's head. In fact, that bar can be used. When the customer's patience is over half, even if you leave the dishes a few seconds late, it will not affect the settlement score. This mechanism looks like a bug, but it is indeed "implicit fault tolerance" in game design. By making reasonable use of this, you can deliberately suppress low-value orders during peak periods and prioritize high-value or limited-time orders, and the profits will be even more substantial. But be careful. If you wait too long and become red-faced, you will directly lose chain reviews, which is not worth the gain.
Regarding the use of gold coins, I suggest that all the first pot of gold be invested in expanding the cooking table, and do not buy decorations first. Some people like to put on fancy wallpapers and lighting decorations as soon as they enter the store. They look good, but the profit is zero. After the cooking table is expanded, you can make three things at the same time, which means that the output is half more in the same time. This is called the upgrade of production materials. After your cooking table is fully expanded and all dishes are unlocked, it's not too late to go back and decorate it.
Finally, let's talk about a more practical ending idea. The experience value of all dishes follows the number of times you make them, so you don't have to stick to making just one dish. In the middle and later stages, you'd better have a stable rotation sequence, such as "three orders of ice cream, two orders of ramen, one order of sushi, and four orders of burgers". This will not only keep customers fresh, but also allow the experience value to increase evenly, and the speed of opening new dishes will be significantly accelerated in the future. I have tested it so far and found that this combination is most efficient when the customer flow is medium, and the customer praise rate is much higher than that of a single menu.
In short, the core of this game is just four words: control the rhythm. The kitchen is not as messy as you think. As long as you prioritize, make fast food first to ensure the bottom line, then use desserts to increase profits, and leave Japanese food for special tasks, basically you will not be short of money in the mid-term.
Okay, that's it for the guide, I'm going to go ahead and give it my five-star rating. Bosses, if you have any questions, please leave a message. I will reply when I see it. 😎