Serve ice cream to the beat.
One shift is three minutes long. Orders arrive on the beat, the tempo climbs from 92 to 148 BPM while you work, and every cone you hand over on the beat pays more than one you fumble out half a second late. It is a cooking rush with a metronome in it: a time management game that is also a rhythm game, which as far as the Play search results go does not currently exist.
BUILD IN ORDER
Cone first, then the scoops, then the topping. Wrong thing, wrong order, and that cone goes in the bin. Everybody in the queue has a limit, and somebody walking out ends your combo.
THE TOWER
Every scoop you serve stacks onto one cone at the edge of the counter. It grows all rush and it leans as it goes. When the shutter comes down the camera pulls back to show the whole ridiculous thing, it wobbles, and the till counts down it one scoop at a time.
THREE MINUTES, ONE THUMB
Portrait, one hand, no tutorial to sit through. Three taps teach you the game and then it leaves you alone. A rush fits in a bus stop.
TWELVE FLAVOURS THAT CHANGE THE GAME
Buy mint and the note-readers become the queue worth chasing. Buy lemon sorbet and it is the ones with a plan. A flavour is not a colour swap here: it changes which order is worth building first.
THINGS NOBODY WILL TELL YOU
There are eight of them. Some are a reward for doing the boring part properly, some are a strange thing in the deck, and some are just there if you poke at the shop while you work. None of them is required, none of them blocks anything, and the game will never list one before you find it.
WHAT IT IS NOT
No energy bar. No timers between rushes. No pop-up asking you to rate it. One purchase removes the ads permanently and that is the entire shop.
Contains ads and one optional in-app purchase.
An ice cream shop on the beat. One rush, one queue, one ridiculous tower.