Hangry lives up to its name: you’re hungry, you’re angry—what are you going to do about it?
You, Hangry, are in deep debt to Goutra, the chef of an underworld diner in a cyberpunk alien city. Being the rough-and-tumble character you are, what better way to pay your dues than by hunting, killing, and cooking for your new “boss”? As Hangry, you’ll travel to bizarre, colorful worlds, encountering plants and beasts alike shaped like food: strawberry dogs, ice cream lizards, mushrooms. Hunt them down (hack-and-slash style), then cook and serve them (à la carte).
This neat little demo gave me just a glimpse of what promises to be a vast world of culinary quests—from farm to table in the loosest sense of the phrase. Want a peek too? Read on!
First Impressions: The Concept
Let’s talk about the concept itself. While “food monsters” and “hunting in a cooking game” aren’t entirely new ideas, the way they’re combined here—alongside the ‘50s cyberpunk aesthetic—creates an engrossing, grounded atmosphere that I’m excited to see more of. The grungy, no-nonsense energy of the setting, contrasted with the inherently funny concept of food monsters, builds an approachable yet compelling world to explore.
I’m not usually one for hack-and-slash games, but something about Hangry—the blue greaser in a spiked leather jacket, running around punching spaghetti crabs—pulled me right in. My only hope is that the overarching plot has enough momentum and intrigue to carry us past the honeymoon phase.
Gameplay: Combat and Cooking
Overall, I found the combat quite engaging, though it could use some tweaking. The general setup was intuitive, and landing combos felt very satisfying. Getting really angry mid-fight and taking a massive bite out of whatever you’re attacking is a brilliant mechanic—it’s exhilarating and makes you feel powerful. I rarely felt lost about what to do, the enemies posed genuine threats that required strategy, and when I did die, it was usually my own fault.
That said, there were a few hiccups. At times, I struggled to understand the relationship between health and stamina or how they replenished between encounters. I often found myself running low after a fight and having no choice but to rush into another battle, hoping to power up and heal in time before being taken down by yet another taco hound.
Another minor gripe was the lack of a jumping mechanic. With so much emphasis on terrain and environmental navigation, being unable to dynamically maneuver around obstacles felt limiting and a little frustrating.
Now for the other half of the game: the cooking mechanic! I’ve played plenty of cooking games in my time, and the balance of timing and task management here feels truly unique. The cooking system adds pressure, but not in a way that’s overwhelming or frustrating, like in other cooking sims. Instead, it emphasizes concentration, attention to detail, and multitasking. I’m not great at it, but it’s definitely fun.
Although the demo didn’t include it, I’m hopeful there will be some conversational gameplay in the full version. The world is fascinating, with a diverse range of aliens and robots, and I’d love to get a glimpse into their lives. Plus, seeing Hangry attempt small talk would be hilarious.
A Feast for the Eyes
The creature designs are fantastic! Shoutout to the Berry Fang and Nana Shark—both are terrifically designed and rendered, perfectly toeing the line between silly food animals and terrifying hungry monstrosities. The creatures feel grounded in their environments, which themselves are a delightful mix of plant and food. This juxtaposition gives a lighthearted concept surprising weight and realism.
That said, the spinach monster freaked me out a bit (too many eyes), but I suspect that was intentional.
I also have to commend whoever designed the logo. It fits the aesthetic perfectly—something about it is just so visually satisfying. And let’s be real: Hangry is an excellent name. Someone get that man a Snickers, stat.
Conclusion
As far as demos go, Hangry is incredibly promising. I happily replayed the tutorial multiple times (yes, a skill issue), added the full game to my wishlist, and left with an overwhelming urge to draw fan art of the cherry monitor. Definitely keep your eyes peeled for this one—both the game and maybe my cherry monitor fan art.
Snack hard, gamers.
– Patch
Hi, I’m Patch! I love story-driven video games, TTRPGs, and everything cute or spooky! I somehow manage to squeeze Let’s Plays and Streaming in between my Writing and Sound Design study, and even release the occasional Podcast episode 🙂
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