The main tasks involved were developing a robust ScriptableObject and GameEvent-based project architecture in Unity, creating unique gameplay mechanics for each chef class, optimizing the code for small file size and fast loading times, and designing a player progression curve to encourage daily engagement. To improve player retention, I introduced unlockable cards that rewarded users for completing games. Additionally, I implemented optional video reward ads to expedite card unlocks, with a 24-hour waiting period between each unlock using this method. During development, I noticed that there were usually very few customers in the mid-to-late game, resulting in an accumulation of unused food at the bottom of the player's grid. To mitigate this issue, I implemented a solution where playing a card would deduct one second from the customer arrival timer. This straightforward adjustment ensured that more customers arrived when the player's hand was full and their restaurant was empty.