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All food items give you points, good for extra lives, and while most people will find them useless, you can only proceed to the next round in each stage when there are no more pickups left to obtain, so you might as well eat whatever's available once you defeat everything onscreen. For example, enemies in the city leave behind candy bars, chocolate cornets, donuts, and croissants among other things, while the zoo features things like pizzas, cheeseburgers, ice cream cones, and sticks of bubblegum. What they can turn into depends on what stage you're on.
SPIRITFARER RECIPES SIMULATOR
For example, customers in a cooking simulator count because it's already obvious that they're going to eat what you cook. Usually, this would be the player character(s), but it can also be mons or other characters present throughout the game. They are to be consumed by someone via player decisions (not presented as enemies, objects, scenery, or even eaten during cutscenes that the player has not even indirect control over).However, if most of them occupy only one type of food (such as fruits, drinks, berries, or candy), with only a few other items covering for other types either individually or w/ only recolors, it cannot qualify. Whether they're actually categorized or not does not matter. They need to occupy at least three or four different food groups.
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(For a possible litmus test, how frequently does food appear in general? Are there few enough items that one could name them all in rapid succession at the end of their first playthrough without thinking about it beforehand or having seen a pre-existing list?) Fewer is acceptable if it's still well beyond the bare minimum for the genre, as opposed to just enough to cover for a practical gameplay purpose.
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