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I can't seem to find a place to submit a bug report to the devs, so I'm doing it here.

I updated the game, and lost all progress. While that's not unexpected, I also found a bug in "1. First Taste..."

The level is supposed to end after 10 meals have been served, but it takes closer to 15 meals before it finally counts the last one.

I am using Order readers for both burgers and cheeseburgers, so it is not an issue of unwanted meals being sent out. It's an issue of the game counting the first 9 orders you make, then not counting a handful before finishing the level.
This massive bug is my only real complaint about the game, but it's a deal-breaker.

In the early levels, the game demands, say, 10 orders to be fulfilled, but doesn't count the level complete until 12 or 15 have been completed. This is mildly annoying in itself, and becomes more annoying because you end up being penalised for using too many ingredients or too much power -- because you had to make more orders before the game ended the level!

The problem gets worse as the game goes on, and the whole thing becomes completely unplayable around level 20, when the discrepancy between target number and actual number becomes completely ridiculous.

I enclose a screenshot of the last level I was able to play at all, level 19, where you can see the target number of orders was 50, and I was declared a failure after delivering 273 MEALS!
Attachments:
...I'd also like to add a grumble about the "number of ingredients used" criterion, which is far too strict.

Obviously you want to judge the player on ingredients used, to encourage efficiency and ensure they're not just pumping out raw ingredients without control. But the current situation is entirely unfair.

Each dish requires at least one ingredient, most around 3-5, some considerably more (e.g. the Texas Burger with 7). Each dish takes a certain amount of time to prepare and deliver. The whole point of the game is to design an automated assembly line, so while one dish is being completed and delivered, there may be two or three others in earlier stages along the line behind it. Which means perhaps 5-10 separate ingredients moving along the assembly line at any given moment. And even in the fairly basic levels, you're likely to be running two or three lines at once.

In each level, the player has a target number of orders to deliver. However, the orders keep coming at a steady pace. If your target is, say, 25 orders, you might actually receive a total of 30 or 35 orders before that 25th one is completed and the level ends (assuming the counter is working correctly, which is a big assumption -- see previous posts).

This means that whie that 25th order is being assembled, picked up, and sent out the door, there are going to be multiiple orders in the works. Even a very simple level is likely to have three or four orders in progress when the level ends. A large "factory floor" level with a large menu and multiple outputs (restaurant, takeaway, drive-through) might be working on 10 or more complex orders, including combo meals which contain multiple dishes.

AND THE PLAYER IS PENALISED FOR THIS. If you're fulfilling each order perfectly, with no waste, you will still be penalised for having orders in progress when the level ends, because of "using too many ingredients".

I'm all in favour of keeping ingredient usage as a measure of efficiency. I'm just saying the numbers should be relaxed to allow for the fact that there's going to be work in progress when the level ends.