PlateUp! , developed by It’s Happening and published by Yogscast Games, represents a unique evolution in the "co-op cooking" genre. By synthesizing the frantic, time-management gameplay of titles like Overcooked! with the strategic progression of a roguelike and the systemic complexity of an automation simulator, the game creates a distinct feedback loop. This paper explores the game's core mechanics, its approach to difficulty scaling through "Franchising," and the player-driven emergent gameplay found in late-game automation. 1. Introduction
Every three days, players must choose between "Cards" that introduce new variables. These cards typically fall into two categories: PlateUp!
A high-intensity execution period where players must cook, serve, and clean. Unlike its peers, PlateUp! utilizes a "one-failure" state; a single unserved customer or an expired timer ends the run immediately. 3. The Roguelike Element: Cards and Variance PlateUp
Adding sides, starters, or desserts (increasing complexity). with the strategic progression of a roguelike and