Dangerous Nights V. Truffoni's
A bug, a bad night, an idea, a question, or just hello. It goes straight to the people making this, with the build and what screen you were on.
Who wins. Two bars race all night at the top of the screen. The crew's is Slopped: their score against the target. The house's is the Case: what the staff have on them. Fill Slopped and it's “Everybody out”: half the crew has to reach the street. Fill the Case and the table's banned: every one of the crew has to get out. If closing time comes first, whichever bar is further along wins, and a tie goes to the house. Money doesn't decide it: a full till with no case against them loses.
On a phone: your left thumb walks you (the stick, or anywhere on the left half of the screen). The big button bottom right does whatever you'd do right now: pour, eat, serve, dive. The smaller ones round it are the napkin, the mop, the hand (get up, sit, hide, drop down a vent) and the rest; on staff they're call out, backup and shove. A button only shows when it can do something. Where it says Space below, that's the big button. MAP is top right.
Your goal: slop the target, then get out. Hit the score at the top and the staff work out what you've done: everybody runs for the street, and half of you have to make it. Getting thrown out before then costs the crew 400 points. If closing time comes first, it's your Slopped bar against the staff's Case, and the further one wins.
What getting caught means. Warned: nothing changes, you carry on at your table. Chased: you can't sit down until you've lost them (five seconds out of sight); then walk back and sit. Thrown out: you're 86'd. Two seconds on the pavement, and then you're back in the night with no chair: staff who see your face come straight for you, the Maître d' won't have you through the front door, and anything you slop, you slop on your feet (which pays double). Your night only ends if the table gets banned (the Case full, or hitting the score): then it's the getaway, and being caught in that is final.
If someone's being walked out, the crew can stop it: stick a foot out as he passes (C; the foot stays out a moment, and he can be reached from further off with his hands full), or just stand in his way, which slows him. The one being walked mashes Space to dig in; the Manager mashes Space to haul them along, so it's a mash battle.
Getting caught builds the case against you. A warning, a chase, a napkin lifted on a wet steak, a call-out, a pour broken up by a shout, the Manager seeing what he came to see, a regular telling on you, a bribe he won't take: each goes on the Case, and it doesn't fade on its own. What takes it down is the house looking bad: half a star lost, a customer accused of nothing, the room left waiting on food, a waiter tripped flat, a tip (B, less each time). Each quarter it passes, the staff tighten up for the rest of the night: no more warnings, then the pass guarded and napkins lifted, then the Manager on the floor. Being thrown out puts a quarter on it at a stroke and costs the crew 400, but it isn't the end of your night: you're 86'd, so you sneak back in (the bar's back door off the side alley, the alley window, the patio hedge, the employee door, or trip the Maître d'; the fire exit and the patio gate work too, but they're alarmed: the whole floor hears it), lift a steak and a water off the pass or a regular's table, and slop it standing up, out of sight. Fill the Case and the table's banned, and then it's everybody out.
Energy. Tripping, sprinting and crawling the vents run on your energy bar. It comes back on its own, twice as fast in your chair, and a slopped steak eaten is a big gulp of it. With none left you can't trip or sprint, and if you're being chased you slow to a jog. The getaway at the end is free.
Reading the staff. Each waiter shows a short wedge for where he's looking. It grows to his whole field of view when it's pointed at you or your place, when he's close or on alert, and during a chase. Hold Tab to see every cone at once. The minimap marks you (gold, with the way you're facing) and your crewmates by initial.
Steady. Anyone on staff who's just got up off the floor is steady for 8 seconds (it's over their head): nobody's foot puts them down again till it wears off.
Staff fight back. When you're on your feet, a waiter who's looking at your foot steps over it: trip them from behind, or when the tray's full. From your chair, under the tablecloth, they never see it coming. One who catches you on your feet with stolen food or a foot out can shove you: you stagger, it's on the floor, and that's the table's warning or a chase. In the chef's whites you lift from the pass fast and carry four.
If they get hold of you: mash Space to break a waiter's grip, or press B to slip him some of the crew's score to look the other way (he doesn't always). If the Manager's walking you out, mash Space to dig your heels in and slow him down while the crew trips him.
The table orders in rounds. Whatever's on order for your table comes out together on one tray. T orders another round for everyone at it. The kitchen is quick early on and slower as the night heats up and the staff sour on you; the pass and the regulars' tables always have a steak or a water to lift if you can't wait. R at an empty chair among regulars sits you down to blend in, until that table says something.
Get a steak and a water. Hold Space to pour, let go in the gold for a PERFECT slop, then mash Space to eat it before anyone sees. The next course is ordered for you as soon as there's room on the table. Points go to the crew's score.
Hit the target and it's time to go. “That's enough. Everybody out.” The staff have worked out what you did, everyone's on their feet, and at least half of you have to reach the street (any door: the front, the bar's back door, the employee door, the fire exit, the patio gate; or the restroom window, or the patio hedge) inside 45 seconds. Let the Case fill before that and the table's banned early: then all of you have to get out.
The fire alarm. There's a pull station on the private room wall by the fire exit. Pull it (R, once a night) and the sprinklers come on: every uncovered steak in the house is soaked, yours slopped for you and the regulars' ruined for points, nobody can see a thing while it rains, and for half a minute after a wet plate is no evidence because everybody's is wet. Truffoni's loses half a star. Then the fire department pulls up out front, and their hose is on the kerb: R picks it up, hold Space to blast staff off their feet and soak every plate it hits, as far as the hose reaches from the truck. The firefighters come for it once they've reset the alarm. Then the police, looking for whoever pulled it and whoever had the hose. If they catch you, you're under arrest: out for the night and −1000 for the crew. Hide, vent, blend in, wear the whites, or trip them. Half the crew arrested ends the night.
Out for the night? Arrested, caught in the getaway, or already out on the street: you watch the rest through a crewmate's eyes. A/D, the arrows, or LB/RB switch whose.
Dares. Each of you gets one at a time, up to three a night, shown on the scoreboard: eat one in a stall, floor the Maître d', lift a plate in the chef's whites, that kind of thing. Each is worth 500 to the crew.
Animal style: on your feet with a steak and a water in your hands (lifted off the pass or a regular's table), hold Space somewhere out of sight to slop it right there, then mash to eat it. It pays double, and more if they're chasing you while you eat. A grab knocks it out of your hands.
The list down the left is your crew. When one of them is chased, grabbed, held or being walked out it flashes and says what gets them out of it, and an arrow at the edge of the screen points the way. Thrown out? You land on the sidewalk and walk back in. Your chair is still yours, and nobody is barred for it.
Seen slopping? RUN. Break line of sight for 5 seconds. Grabbed? Mash Space to break free; every grab is harder to shake. In the coat check? A crewmate holding Space beside you gets you out.
Any standard pad works: plug it in and press a button. Every action has a button, and the keys on screen show them while you're using it.
On the menus, the stick or the D-pad moves the highlight, A presses it and B backs out. On your name or the room code, A spells it a letter at a time: up and down change the letter, left and right move along.
WASD to walk. Your goal: build the Case. Serving keeps the room happy, but it doesn't win the night: catching the crew does. Every slop you spot, every fair call-out, every napkin you lift on a wet steak, every pour you break up with a shout and everyone thrown out (a quarter at a stroke, and 400 off the crew's score) goes on the Case. Lost stars, wrong accusations, a room left waiting and getting tripped in front of everybody take it down. Fill it and the table's banned. At closing it's the Case against their Slopped bar, and the further one wins. If the crew slops their target they walk out, and you have 45 seconds to stop them. Hold Space at the pass to load what's on order: the tray takes a whole table's steaks and waters. Hold it beside any chair to set down everything that table ordered. Keep tables fed or you lose stars, and zero stars ruins the restaurant.
Enter chat · Tab in chat: your side only · 1–8 shout a line · M map · Esc menu
A free, non-commercial fan game about the sloppy steaks bit from I Think You Should Leave (“Baby Cries”). Not affiliated with or endorsed by Netflix, Tim Robinson or Zach Kanin.
Two to ten players in a browser, five a side, with bots playing whoever nobody picked. Share the room link with the crew.
Rust simulation compiled to WebAssembly, PixiJS rendering, Cloudflare rooms. Pixel art authored in Aseprite.