Game design

CookInQuest

The sequel that never came

An iPad hidden object game that teaches you Indian cooking by making you shop for it. Hunt the ingredients, earn your budget, then decide whether the good tea is worth what it costs you.

Role Game & UX Designer
Team Solo
Platform iPad
Game designUser researchSurvey designCompetitive analysisEmpathy mappingWireframingGame economyVisual designLogo & icon designiOS UI kitiPad prototyping
The CookInQuest title screen: a grinning cartoon chef in a red turban holds up the orange and yellow CookIndia Quest logo above a steel thali loaded with curries, rice, papadum and dosa, with Play, Options, Quit and Help lettered onto a splash of colour on the left
The itch

Eight years waiting for part two

CookInQuest started as a complaint. She played a Big Fish hidden object game called Cooking Quest, loved it, and then waited for a second one that never arrived.

“After playing the Big Fish game ‘Cooking Quest’ … I always waited for them to come up with a sequel.”

She was new to games. Hidden object games were the ones that caught her during her undergraduate years: quiet, unhurried, no reflexes required, just a scene and a list. Cooking Quest was the one she kept going back to, and the disappointment of no follow up eventually turned into a brief.

“the best idea would be to make the sequel instead of waiting for years of more disappointment that the next part has not been created.”

So she made it herself, and put it somewhere the genre had not been. Not a bakery, not a pizzeria, not another generic gourmet kitchen. An Indian one.

A research slide headed Competitor 4, Cooking Quest, idea came from here, showing the game's box art and two cluttered hidden object kitchen scenes beside the store description of gathering ingredients and managing a budget across multi course meals
The game that started it, torn down in the research deck alongside four others.
Research

129 people, ten questions

Before a single screen was drawn, she ran a survey of 129 people, tore down five competing cooking hidden object games, and built an empathy map out of what players said they got and what they put up with.

81% had played a hidden object game
72% would play one that taught them to cook
41% like them, but have no time for them
32% want someone to find a new spin

Read the last two together and they are almost a design brief written by strangers: the genre had an audience that was fond of it and slightly bored by it. People were not asking for better hidden object games. They were asking for a reason to open one.

Five competitors, pulled apart

Perfect PizzaCooking RoomGo Go GourmetMystery CookbookCooking Quest

What the empathy map recorded

Pains

  • Time consuming
  • Not enough hints
  • Time limit
  • Objects sometimes look the same

Gains

  • Learn something new
  • Educative
  • Relax
  • Break from life

The pains are all about pressure and confusion. The gains are all about learning and rest. A game that wanted both had to be gentle about time and generous about teaching, which is exactly where the next three decisions came from.

The CookInQuest empathy map: a head at the centre of four quadrants labelled Think and Feel, Hear, See, and Say and Do, filled with player phrases, above a bottom strip splitting Pain from Gain
The empathy map, built from the survey's open answers.
Answers to the survey question about a hidden object game exploring Indian cuisine, sized by weight: Good, Interesting, Explore Spices and Fascinating above a dividing rule, with Not Keen, Nothing great and Never played below it
The same crowd, split. Enthusiasm above the line, indifference below it.
From finding to deciding

Three answers, three decisions

Three things the survey said out loud, and the three mechanics that answer them. This is the spine of the game.

Colour

She asked 129 people what colour Indian cooking is

“What iconic image and what colors come to mind when you think of Indian cooking?”

Question nine. The palette was not a mood board and it was not a taste decision. It was an answer, and the answers arrived in an order.

  1. Yellow 1
  2. Red 2
  3. Orange 3
  4. Brown 4
  5. Green 5

Named colours, in order of how often each came back.

Alongside them, the images people reached for:

variety of curryIndian thaliIndian spicesturmericdosaIndian cooktraditional dressdessert

The shipped iOS kit is that list, in that sequence: a warm ramp from turmeric down through saffron, paprika and chilli to a deep maroon, with a cool blue and teal held opposite it for the interface furniture. Every warm swatch in the game is something 129 people already told her to use.

Display type in the game was Juice ITC. Body copy was Helvetica Neue Light. This page is set in its own type, not theirs.

A research slide listing the colours survey respondents associated with Indian cooking, ranked with yellow first, then red, orange, brown and green
The survey answer.
The CookInQuest iOS colour kit: sixteen swatches running from bright turmeric yellow through saffron, burnt orange and chilli red into deep maroon, with a cool blue and teal ramp beneath
The shipped kit.
Identity

A chef's hat, a flag, and the rule of thirds

The icon has a written rationale, a marker sketch and a shipped version, and all three say the same thing.

01

The argument

  • Reuse original 'Cooking Quest' icon into an Indian theme
  • Blue gives a subtle feeling
  • Brown and Orange to match with spices
  • Middle of plate = Indian flag
  • Based on rule of thirds in a balanced proportion
02

The sketch

A marker sketch of the app icon on paper: a white chef's toque beside a round plate filled with the Indian flag's saffron, white and green bands and blue chakra, with a rolling pin and a spatula crossed behind it on a blue crayon ground
03

The mark

The CookInQuest app icon: a white chef's toque on a pale blue rounded tile, with a round plate of the Indian flag's saffron, white and green bands and navy chakra sitting below it, a wooden rolling pin and a spatula crossed behind

The plate reads as a flag, the flag reads as a plate, and the toque holds the top third on its own. Shrink it to a home screen tile and it still resolves, which is the only test an app icon has to pass.

The CookIndia Quest logo: the words CookIndia Quest in a heavy black brush script, outlined in white on a rounded rectangle that fades from red at the top through orange into yellow
The wordmark, on the warm ramp the survey asked for.
Structure

A town, a row of restaurants, one door open

KhanaTown in the wireframes, KhannaTown once it was built. A street of restaurants, nine slots on the map, and exactly one of them unlocked.

“KhannaTown is holding its annual Restaurant Row Chef's Challenge, and you've been awarded a coveted entry into the contest!”

Nine slots. Eight padlocked. Clear one and the next one opens.

Gating that hard is a confidence move. The map is not a menu of everything you could be doing, it is one lit door with a queue behind it, so the first session has exactly one shape and no wrong turns.

Inside a restaurant the meal splits into four courses, and each course wants fifteen ingredients found before it will let you cook.

Beverage 15/15 Appetizer 15/15 Entree 15/15 Dessert 15/15

In the wireframes the first restaurant was G'raj Mahal. It opened as TajMahal.

A pen sketch of the town: a domed building and a tiled roof at the top of a street, with awnings and market stalls running down towards the viewer and hatching for the road
The street, drawn by hand before it was a screen.
A pen wireframe of the map screen: a banner reading KhanaTown Restaurant Row Chef's Challenge above a row of buildings, four of them crossed out, with the one coloured in red labelled G'raj Mahal and annotated in first stage and this is the only restaurant selectable to explore
The gating, decided in pen. One building in colour, the rest crossed out.
The built KhannaTown map screen: a banner reading KhannaTown over a blurred Taj Mahal backdrop, with a three by three grid of restaurant tiles where only the top left Taj Mahal tile is unlocked and the other eight carry padlocks
The map as built. One tile in colour, eight behind padlocks.
The TajMahal welcome screen: a red Taj Mahal restaurant logo above an orange panel welcoming the player to the premiere restaurant in KhannaTown and setting the challenge of gathering ingredients on a starting budget of one hundred dollars
The brief, delivered in the fiction: a contest, a kitchen, and a hundred dollars.
The tell

The slide where it stopped being a reskin

There is one slide in the wireframe deck where the whole idea turns over, and you can watch it happen in a list of words.

The first checklist

  • Milk
  • Sugar
  • Ashtray
  • Trowel
  • Bee
  • Hotdog
  • Handsaw
  • TV
  • Trash can
  • Ball and chain

Milk and sugar, then eight objects from a warehouse of genre filler.

Every checklist after it

  • milk
  • sugar
  • cooking oil
  • bell peppers
  • spices
  • vegetables
  • rose water
  • semolina

Ingredients. Things that go into the dish you are about to cook.

Hidden object games have always hidden things in a scene rather than things that belong to it. An ashtray in a kitchen is not a mistake, it is the convention: the object is there to be hard to see, and nothing more is asked of it.

Every list after that first one is food. That is the moment the game stops being a hidden object game with an Indian skin on it and becomes a game about food, where finding a thing and needing a thing are the same act. Once the list is the recipe, the hunt is no longer filler between the interesting parts. It is the shopping.

It is visible, on one slide, mid deck.

A pen wireframe of the first hidden object screen: a sidebar headed find all hidden objects from the list, reading Milk, Sugar, Ashtray, Trowel, Bee, Hotdog, Handsaw, TV, Trash can and Ball and chain, with Hint $20 and Budget $100 below it, and a handwritten note on the right saying this will be an Indian grocery store where items to find will be kept in the cart
The turn, caught in the deck: two ingredients and eight leftovers from another genre.
The economy

The hint costs exactly what the good tea costs

The rules are short, and she wrote them into the game's own Help screens.

“Be frugal with your hints though as each one will cost you $20. In each restaurant, you are given a starting budget of $100.”
“You can lose money from your budget by using hints or by tapping the wrong items. You can earn more money by quickly finding consecutive items and by clearing the level in a short amount of time.”
$20one hint $20Taj Mahal tea

Which is the whole design in one line. Every time you ask the game for help, you are buying it out of the same purse you were going to cook with.

Four ladders, cheapest at the bottom

Each course ends at a shopping list, and every shopping list is a ladder of four. The free one always works. The expensive one always works better.

Tea

  • Lipton Free
  • TATA $10
  • Taj Mahal $20
  • Red Label Marigold $45

Gram flour

  • Generic Free
  • MTR $19
  • Swad $22
  • Fresh Ground $35

Rice & wheat

  • Generic Free
  • Great Value $25
  • Tilda $40
  • Dawat $65

Semolina

  • Generic Free
  • Uncut $6
  • Semi Roasted $12
  • Roasted fine $22

The game never tells you that better ingredients make better food. It charges you for them, and then judges the result. Nobody explains the rule, because the rule is the receipt: you make the expensive choice, you watch the number fall, and then a critic tells you the meal was made with the finest ingredients available. The lesson is in the ledger.

The CookInQuest shopping list for tea: a tea bag above four options, Lipton Tea free, TATA Tea ten dollars, Taj Mahal Tea twenty dollars and Red Label Marigold forty five dollars, with the running budget shown in the blue sidebar
The choice.
The same tea shopping list after a purchase, with Red Label Marigold at forty five dollars now marked in red and the sidebar budget dropped to seventy four dollars
The consequence, in the sidebar.
A blue Help screen titled Finding items, explaining that hints cost twenty dollars each, that each restaurant starts with a hundred dollar budget, and that money is lost on wrong taps and earned by finishing quickly
The rules, in the game's own words.
A Congratulations dialogue after clearing a hunt, listing a speed bonus, a time bonus and the total bonus added to the player's budget
How the money comes back: speed, then time.
The ledger

One hundred dollars, spent in public

One real playthrough of TajMahal, traced through the prototype page by page. Four hunts earn money back. Four shopping lists take more of it away. She buys the best tier every single time.

$100 start $16 left
Earned by clearing a hunt Spent on the best ingredient The $100 you started with
  1. 1 Starting budget $100
  2. 2 Cleared the grocery store · speed $15, time $16 +$31 $119
  3. 3 Bought Red Label Marigold tea, the best tier −$45 $74
  4. 4 Cleared the second hunt · speed $10, time $10 +$20 $94
  5. 5 Bought Fresh Ground gram flour, the best tier −$35 $59
  6. 6 Cleared the dinner table · speed $11, time $12 +$23 $82
  7. 7 Bought Dawat rice and wheat, the best tier −$65 $17
  8. 8 Cleared the bakery · speed $10, time $11 +$21 $38
  9. 9 Bought Roasted fine semolina, the best tier −$22 $16

She walks into the cooking round with $16 — and a hint she can no longer afford.

Cooking

Five bundles, five stations, five dishes

The hunt buys the ingredients. The cooking round asks what you can actually do with them, and it is spelled out on one wireframe slide as a set of small equations.

  • milk sugar chai tea Boiler chai tea
  • gram flour bell pepper oil Fryer pakoda
  • spices vegetables Fryer
  • rice Steamer
  • kneaded flour Roti maker Pan rotis
  • gram flour rose water semolina Fryer Syrup gulab jamun
A wireframe slide of the crafting logic, listing each bundle of ingredients, the appliance it goes into and the dish that comes out, written as a column of small equations
The crafting spec, on one slide. Bundle, appliance, dish.

The doneness gauge

Every appliance carries the same meter. It runs cold to hot, left to right, and it does not wait for you. You stop it in the green or you live with the answer.

It is the one place in the game where skill is pure timing, and it sits directly next to the one place where skill is pure spending. Buy the best rice and burn it and the critic will still notice both.

The CookInQuest meal preparation screen: a top shelf of bought ingredients including milk, sugar, a tea bag, oil, spices and peppers, a night time Taj Mahal backdrop, and a bottom row of five appliances, each with its own blue to green to red doneness meter
Ingredients on top, appliances along the bottom, each with its own gauge.
The same preparation screen mid cook, the ingredient shelf now emptied into black slots while the five appliances and their doneness meters wait below
Mid cook. The shelf empties as the bundles go in.
A wireframe of the meal preparation screen, boxes marking out the ingredient shelf, the preparation area and the row of appliances along the bottom
The same screen, in boxes.
A wireframe diagram of the thali composition, a circle divided into numbered wells showing where each dish is placed on the plate
Plating, worked out as a composition.
The finished CookInQuest meal: a steel thali of curries, rice, papadum and dosa with a cup of chai beside it, sitting on the night time preparation screen with the remaining budget of sixteen dollars in the sidebar
The plate that goes to the judges, and the sixteen dollars that bought it.
The verdict

Judged on what you bought, how you cooked, and how long you took

Three criteria, stated in the game's own Help copy, resolved into five stars and a paragraph written as a restaurant review rather than a score screen.

01

What you bought

The tier of every ingredient in the meal, which is the money you decided not to keep.

02

How you cooked

Where you stopped each gauge. Undercooked, well done, overcooked.

03

How long you took

The clock, which was also paying you back in bonuses the whole time.

“Right from the start, I could tell this meal was prepared with the finest and freshest ingredients available.”

A score would have told you the number. A critic tells you which decision he noticed, and the one he opens on is the shopping. That is the game marking its own homework in the right place.

Then the loop closes. A new tile unlocks on the map, a different cuisine opens up, and the whole thing starts again with a fresh $100 and no memory of how carefully you spent the last one.

The CookInQuest review screen: five red stars across the top of an orange panel above a paragraph of restaurant critic copy praising the ingredients, the cooking and the chai tea
The review screen.
A pen wireframe of the rating screen: a panel marked G'raj Mahal logo above five red stars, the line this meal was a masterpiece, ruled lines for the rest of the review and an Ok button, annotated new restaurant unlocked and go to map
Its wireframe, with the unlock already noted in the margin.
Looking back

What the next version would fix

It was a prototype, and it was handed in as one. Here is what it got right, and the three things it never got round to.

Relaxed mode answered the wrong half

The survey found people who liked the genre and had no time for it. Timed or relaxed takes the pressure off, but it does not make a session shorter. The deeper answer, a round that fits inside a commute, was never designed.

It taught, but never checked

Every ingredient explains itself once, beautifully, and then never comes back to ask. 72% of people said they would play a game that taught them to cook. Nothing in the build ever tested whether a single fact stuck.

It never met its own audience

129 people described the game they wanted and not one of them ever played it. The economy, the ladders and the gauge are all arguments that have never been contradicted by a real player, which is the least trustworthy kind of correct.

What holds up is the smallest idea in it: make the player pay for the thing the game wants them to value. Nobody had to be told that fresh ingredients matter, because they watched their budget say so. That trick travels a long way past a cooking game.

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