Takeorders, prepare them, and serve them to customers as swiftly and as accurately as possible. This is what usually happens in burger shops which GoBit Games replicated in this Burger Shop PC play simulation game. This game gives you a taste of how things are done inside actual burger shops!
You must remember that the levels become harder as you move up. You also get to see new types of customers with different levels of patience as you open new restaurant locations. Some customers will have higher patience while others will have shorter ones, so plan accordingly on who to serve first!
Another feature of the Burger Shop game is that you will have over 60 different food items to unlock and prepare in the kitchen. You start off with Burgers of course, but later you will unlock new offerings such as fries and soda. As you level up, you start offering more variations, like twister fries, orange soda, ice cream, and more.
Be careful, the more food you offer, the more confusing the game becomes. However, you may get some help by unlocking power-ups and boosters. There are power boosts, speed boosts and a Burger bot that can complete orders in an instant on Burger Shop PC!
Burger Shop game has several modes available. There is the Story Mode, Relax Mode, the Challenge Mode, and the Expert Story. The Challenge and Relax More are unlocked after completing one restaurant, while the Expert Story mode is unlocked only after completing Story Mode.
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So as the danish summer once again is windy, cold and rainy - I like to stay indoor most of the time. Lately I've come into a slight boredom of what to do. And to stay of boredom eating I've been looking into games to play.
I remember when I was younger I used to LOVE time management games and such.
When at that time I didn't excactly have the money - or well the adultness to buy these games.. and it was before Steam caught on - so I downloaded a LOT of games where you could play an hour at a time then it would shut down - often through bigfishgame and others I don't remember.. But now! Now I can pay for it myself!
In this game you run a burger joint. Well. You sell more than just burgers but the idea is that you have a conveyer belt where all the stuff for the food is - and then you have a line of customers who has certain wants. You then have to assemble the food - correctly - and as fast as possible. Some food has to be prepared in the oven or toaster and with time you get ketchup and other stuff to keep improving the burger shop.
There are a variety of different customers - all with personalities and different needs.
And here you can also see how much patience they each have so you can coordinate your cooking and get most money out of them all.
The overall gameplay you play 5 times 3 rounds until you go to your next location of your restaurant. You have breakfast, lunch and dinner - assumingly it's monday through friday and then you get the weekend off.. lol.
The overall gameplay story makes the game a wee bit more interestingly.
You are on your way through the game trying to figure out what happened to you and your restaurant before.. You were found unconscious and has suspicions about some aliens who might have done something bad.
I like the story and the overall gameplay. The graphics are nice and I like how the customers have personalities.
However I'm missing some sort of element of use for the money I earn in the game. Would be nice with somethings to upgrade on and such. I'm also fearing for it being too short. I'll soon run out of levels to play.
Siamo ben consapevoli di quanto siano apprezzate le innovazioni nel settore dei casin online, quindi la chiave abbracciarle con entusiasmo piuttosto che criticare continuamente e impedirti di adottare un punto di vista imparziale. Per leggere de Il futuro dei nuovi casin online vedi il mio blog. Siamo d'accordo con quanto scritto sopra e, oltre a incoraggiarti a fidarti dei siti web approvati dall'AAMS o da altre organizzazioni, ti chiediamo di giocare in modo responsabile e di tenerti aggiornato sulle notizie in corso. Ogni volta. Forse il gioco d'azzardo gi entrato nel suo futuro.
I've been playing the Planter Coaster alpha and really enjoying it. It's giving me a Cities: Skylines vibe: it's relaxing, nice to look at, and it's not difficult to play. In fact, even in the work-in-progress challenge mode, where you're given $5,000 to build a profitable park with, is still pretty easy. Granted, most of the financial systems haven't been added to the game yet. We'll see if it's tougher when it releases this November.
In the meantime, I decided to create my own challenge mode by seeing if I could build a profitable park for $5,000, but without including any actual park rides. No coasters, no carousels, just a park where guests will spend money without having any fun. Here's how it went.
I know it looks like shit, but I've spent almost all my money already, and shockingly enough I already have 18 guests! Well, sort of. No one actually enters the park, they just stroll up the path, turn around, and leave, perhaps unwilling to buy a hat to commemorate their visit to a hat store. Tough to blame them, but I've got a few hundred bucks left, so I add a place to buy drinks.
If you build it they will come, if there are drinks. Guests have actually begun to enter my dirt park, headed straight for the drink stall. And they're not just excited for beverages, either! This lady is stoked because there's "So much room to walk around!" Damn straight. Maybe I'm no Walt Disney but I know people like having room to walk around, and here they've got it, and so much of it.
Unfortunately, despite the supposed enjoyment of a place with room for walking, no one walks around much. All my guests make a beeline to the drink stall, and whether they simply complain about the price of drinks or actually buy one, they all immediately leave. No one wants to buy a hat, and since the hat shop is actually three hat shops (requiring three paid employees), it's killing what I will jokingly call my profitability. I decide to close the hat shop.
I add a burger store, and where the hat shop stood there is now a restroom. I couldn't afford the pirate-themed restroom, so it's a fairy tale restroom. Thanks, capitalism! I've already had to compromise my artistic vision.
Why am I losing money? I mean, apart from the obvious: I've built what amounts to a crummy restaurant on a dirt pile and called it a theme park. But why am I losing so much money? Oh, right, I have to pay the employees staffing these fast-food kiosks. I cut their wages from $75 to $10, which helps (me). I also delete the ATMs: no one is using them. With that cash frees up, I buy another, smaller hat store.
People aren't miserable with my park. It's just that once they've bought a drink and used the restroom, there's simply nothing else to do beside not buy hats, so they immediately leave. With no money to build any other "attractions" I'm forced to get "creative." I need people to spend more time in my park, expend more energy, get hungry and thirsty again, and then want to buy more food.
So, I move the restroom about a mile away from the food stalls. Every last penny goes into that path, and hopefully by the time guests walk there and back they'll want to buy something else. That is my plan.
Is it working? It might be working. I think it's working. These two guests, one named Terri and one named Kerrie, buy a drink and take the trek to the restroom, which literally takes them the entire night. Surely after the hike back, they'll be thirsty again?
Alas, after relieving themselves, their status changes to "Going home." They're done with my park. But I'm not done with them. I can peek into their wallets and see they've still got lots of cash left, and I want more of it before they leave. Time for a new plan.
After the long walk back from the shitters, Terri and Kerrie rest on a park bench to relax and criticize my park. I take this as a good sign. They want to go home, but they're still interested in fulfilling their needs, like rest, to replenish their energy. If they need rest, they may still need other things. If I can keep them in the park longer, they may have to eat and drink again.
Okay, that was pretty easy. I delete a section of pathway leading to the exit. Now there's no way they can leave, because what human being can walk on dirt? No one. No human being can do that. Checkmate, Terri and Kerrie. Checkmate.
Not only have I trapped these two (plus the other 19 guests in my park), but I've won another little victory. With the exit gone, Kerrie has apparently realized the only way to please the cruel god of this dirt park is to spend cash. She purchases a burger, and now I figure all I have to do is wait until they've spent the rest of their money before letting them leave. Soon everyone will be wearing hats. Maybe two or three hats.
Terri and Kerrie haven't given up, however. They want to go home, and they begin waving, in synch, to signal that all they want is an exit. They wave and wave. And, much to my dismay, they refuse to move another inch until I give them a way out.
This isn't about hats anymore, partially because I've had to sell my hat store to stay afloat. No, this is about making sure Terri and Kerrie don't win. They won't move until I give them an exit? Fine. I reconnect the exit, but only over by the drink stand on the left. To reach it, Terri and Kerrie will have to leave the burger stand, walk all the way down to the restrooms again, then all the way back. That's like a full day and night of walking. We'll just see if they don't want to buy another drink by the time they reach the exit.
I lied when I said this wasn't about hats, but you shouldn't have believed me because I'm the type of person who will keep two guests trapped in an amusement park for six days to try to force them to buy a hat.
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