Local co-op, Overcooked-inspired chaos about surviving computer science semesters.
Deep technical docs for architecture and future iteration targets are in docs/:
bash ./scripts/build_all.shThis always builds a Linux executable to:
out/overcoded-linux
If MinGW cross-compilers are installed (x86_64-w64-mingw32-gcc/g++), the same command also builds:
out/overcoded-windows.exe
powershell -ExecutionPolicy Bypass -File .\scripts\build_all.ps1This builds:
out/overcoded-windows.exe
The script checks cmake on PATH first, falls back to the standard Visual Studio CMake install locations, uses a dedicated Windows build cache under build/windows-release, and retries in a temp directory if that cache is locked by OneDrive or another worktree.
The build expects:
gitso CMake can fetch raylib from GitHubcmake3.20 or newer- a C++17 compiler toolchain
sudo pacman -S --needed git cmake gcc make libx11 libxrandr libxi mesa libxinerama libxcursor alsa-lib libpulse- Install
git - Install
cmake3.20+ - Install a C++ toolchain such as Visual Studio Build Tools or MinGW-w64
cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
cmake --build build -j
./build/overcodedcmake -S . -B build -DCMAKE_BUILD_TYPE=Release
cmake --build build --config Release
.\build\Release\overcoded.exeIf build\Release\overcoded.exe does not exist, try .\build\overcoded.exe instead. The one-command build scripts also retry in a temp build directory when the repo-local build folder is locked by OneDrive or another running agent.
Every push triggers .github/workflows/build-matrix.yml, which builds on:
- Ubuntu (Linux executable artifact)
- Windows (Windows executable artifact)
Artifacts are uploaded as overcoded-Linux and overcoded-Windows.
- Pick component inputs from boxes: Frontend template, Backend template, Database task, Math task.
- Move them to matching MODIFY desks and hold interact to process; progress persists, so half-processed work can be resumed by either player.
- Use TABLE counters for optional staging when lanes are crowded.
- Feed finished components into the REPO plate, then hold interact to package the final repository mix.
- Deliver the packed repository through the SUBMIT gate before deadlines.
Homework recipes appear one-after-another in the top-right queue and must be handled in order. Each recipe requires multiple components and has per-component micro-deadlines.
Deliveries gain optional bonuses when both players contribute to the same recipe pipeline and sustain streak chains.
HUD guidance now calls out the next pipeline step for the active recipe.
Players now get contextual prompt previews near stations before committing to an interaction.
Urgency visuals now flag critical recipes, queue saturation, and blocked REPO states before failures cascade.
Focused stations now show P1/P2 tags so coordination stays readable in crowded lanes.
Session records now preserve best grades, and result screens surface the current attempt grade.
Campaign completion now tallies the medal spread from your best per-level grades.
Level start briefings now use a compact pipeline graph instead of text-heavy walkthrough paragraphs.
- 6 levels remapped to Overcooked-inspired archetypes (tutorial pipeline, dual lanes, workshop intro, expanded lab, rush office, final gauntlet)
- Levels ramp from 2 required components per recipe up to all 4
- Collaboration now emphasizes shared recipe contribution and synchronized station work, with TABLE counters as optional staging
- The map (layout, hazards, choke points) remains the common enemy
- Accessibility guardrails sanitize layouts so all critical stations remain reachable
- TABLE counters are validated to stay reachable from two opposing sides
- Route hints in intros + level select improve readability before each run
- Dedicated level selector for fast per-level playtesting
- Session playtest records track attempts, clears, best score, and fastest clear per level
- Adaptive render governor auto-adjusts quality to protect framerate during heavy scenes
- Environment themes now shift between classroom, laboratory, and office visual packs
- Time/strike fail conditions with retry flow
- Player 1:
W A S Dmovement - Player 2: Arrow keys movement
- Both players:
Right ShiftorRight Ctrlinteract,Right Altdrop carried item - Menu:
W/SorUp/Down,Enter - Level select:
W/Sor Arrow keys,Enterto launch,Escto menu - Retry failed level:
EnterorR - Pause menu:
Esc/P(Resume, Retry, Level Select, Settings, Main Menu, Quit) - Render quality:
F6cyclesPERF/BALANCED/QUALITY(manual override) - HUD density:
Tabtoggles Minimal (default)/Detailed HUD