Service Survival is a gameplay prototype developed within a 4-week timeline under the theme of turning a mundane job into a game. The core gameplay centres around managing an outlandish, chaotic menu while balancing active resource bars. Players must keep these meters filled under strict time limits; failing to satisfy orders or maintain the bars causes aggressive customers to actively chase the player down.
The project features a custom music track and was developed to focus on frantic task-prioritization mechanics, time-management system architecture, and building AI behaviours under a rapid deadline.
Looking back at this project, if I were to rebuild it today, my priority would be less on the code side of things and expanding on the core gameplay loop by introducing various things, such as Challenge Modes and Achievements to test player efficiency under unique constraints, such as sudden equipment breakdowns, hyper-impatient VIP customers, or restricted menus, while adding more things to manage, such as assembling the orders themselves to rid of customers.
