Kitchen Catastrophe
- jblancharddesign
- Feb 12, 2023
- 3 min read
Updated: Jan 10, 2024
Welcome to Kitchen Catastrophe, a fast-paced 2-4 player card game where the goal is to be the last kitchen standing or the first to earn a coveted 5-star review. Compete to purchase ingredients and kitchenware, cook recipes for stars, and strategically use spice cards to spice up the game. Will you dominate the culinary world or sabotage others to achieve victory
Steam Workshop - https://steamcommunity.com/sharedfiles/filedetails/?id=2903667107
System Design:
As a system designer my approach was characterized by a meticulous construction of interconnected systems using Machinations, visually mapping out the game's functionality. This initial blueprint then transitioned to paper, enabling playtesting and iterative refinement throughout the game's development.
Setup:
In the realm of system design, the setup was a critical aspect that underwent strategic adjustments. Initially, players progressed through rounds sequentially, but recognizing the potential for boredom during waiting periods, I implemented a dynamic turn system where players now take turns one after another within each round.


Setup & Round Order
Income Round:
The introduction of an Income Round at the
beginning of each player's turn served as a strategic breather. This phase not only determined turn order but also allowed players to assess their resources, fostering thoughtful planning for the upcoming rounds. This innovative addition provided a brief respite for players to strategize their purchases and actions based on their available coins or spice.

Income Flowchart
Purchase:
The Purchase phase was revolutionized through a market-style layout, where cards were laid out for players to choose from each round. This 'shop' approach encouraged decision-making, empowering players to strategically select ingredients and kitchenware. This unique design philosophy facilitated the creation of diverse kitchen builds, enhancing player agency and competition.

Purchasing Flowchart
Cooking:
Cooking, a pivotal gameplay element, was streamlined to be fast-paced, preventing player stagnation. Recipes, categorized by tiers, required meeting a craft rating through the roll of D6, spice cards and kitchenware cards. Additional effects could influence the dice count, adding a layer of strategy. This streamlined cooking system aimed to deliver a dynamic and whimsical gameplay experience, fostering quick and tense interactions.

Cooking Flowchart
Applied theory's
As a designer I seamlessly integrated various theories to overcome challenges and enhance the gameplay experience.
Balancing:
The application of Jesse Schell's "Book of Lenses" played a pivotal role in addressing balancing issues. Recognizing the importance of fairness, a crucial aspect in game design, I strategically priced more potent cards higher, ensuring that their impact would manifest later in the game rather than immediately, preventing a sense of unbeatable advantage for any player.
Flow theory:
Embracing the concept of Flow Theory, I navigated the delicate balance between complexity and the player's skill level. Early in development, the game faced a challenge of players becoming disinterested due to insufficient challenge. To address this, I introduced additional layers of complexity without compromising simplicity. By incorporating more cards that prompted player-to-player interaction, such as using spice cards on opponents or introducing disruptive elements like rotting food and rusty knives, I ensured the game maintained an engaging flow and dynamic player interactions.
Emergent gameplay:
The implementation of Emergent Gameplay theory proved instrumental in combating repetition and fostering engagement. Understanding that presenting players with multiple goals and diverse ways of achieving them enhances board game experiences, I introduced a hygiene system. Players faced the risk of kitchen closure if their hygiene rating dropped to zero, introducing a new layer of strategy. To boost engagement, players could increase their hygiene rating, gaining cooking bonuses. Spice cards and kitchenware became tools for players to manipulate their hygiene ratings and strategically influence their own or others' progress, adding depth and variability to the gameplay.
Card Design:
Cards had to have a simple design, in order for the information to be clearly demonstrated to the player. I have tried to avoid large block texts as the aim is to create a fast pace game thus key information has to be easily accessed.
Bellow are example cards used for testing:
Note - the card design is created by me but the art work is not and is sourced form the internet as place holders.

Recipes

Ingredients

Kitchenware

Spice Cards/ Tokens

Player Board / Coins