Doujin & Games

Soba-Eating Game Prototype — Progress Update

Last Time

In the previous article, I wrote about wanting to make a soba-eating game in the style of “菜織のはいぱぁ う・ドォン”.

This time, continuing from that, I actually built a prototype.

Prototype

Before preparing images, I first made it possible to verify behavior using rectangles only.

I built it for the web, so you can play it right away in your browser.

Soba-Eating Game Prototype

Controls:

  • SPACE: Start game
  • Arrow keys: Move
  • Z: Eat
  • X: Discard / Cancel while eating
  • R: Restart

Specifications

I’ll summarize the current specs while I’m at it.

Basics

ItemValue
Screen size640 x 480 px
Time limit60 s
Clear conditionEat 5 bowls of soba

Player

  • Size: 32 x 48 px
  • Move speed: 4 px/frame

Food

TypeSpawn rateTime to eatCountAfter-eating stun
Soba (Regular)40%1 s1 bowl1 s (“Gochisousama”)
Soba (Large)25%2 s2 bowls1 s (“Gochisousama”)
Soba (Extra Large)15%3 s3 bowls1 s (“Gochisousama”)
Udon20%2 s02 s (“That’s the wrong one!”)
  • Spawn location: On the counter (3 slots)
  • Spawn interval: 3 s
  • Despawn: retracts 3 s after appearing
  • Discard: Press X in front of the counter to discard immediately

Cancel While Eating

  • Press X while eating to attempt a cancel
  • Success rate: first half (up to 50%) → 80%; second half → 30%
  • On failure, you’re forced to finish eating

Enemies

  • Size: 32 x 48 px
  • Move speed: 1.5 px/frame
  • Max count: 2
  • Spawn interval: 2.5 s
  • Movement: straight from left edge → right edge or right → left (avoids obstacles by moving up/down)
  • Hitbox: toward the center (collision checked 8 px in from left/right, 12 px up/down)
  • On contact: player stunned for 0.6 s

Obstacles (Tables)

  • 3 placed (left, right, lower center)
  • Size: 80 x 60 px
  • Neither player nor enemies can pass through

Counter

  • Size: 300 x 40 px
  • Placed at the top-center of the screen
  • Eating detection area: around the counter (+20 px left/right, +80 px downward)

State Transitions

normal → eating(Z押下)→ success/fail → normal
       → stunned(敵接触)→ normal

Not Implemented / Next

  • Preview of what’s next (NEXT indicator)
  • Clock display (a “until 1 p.m.”-style presentation)
  • Remaining amount indicator (stomach gauge)
  • Replace images
  • Stage system (adjust clear amount, enemy count, time)

I’ll probably start by adding graphics and tidying up the visuals.