The kitchen setting was based on Duncan's past experience in restaurants. According to Duncan: "kitchens have always struck me as a perfect analogy for a cooperative game: an occupation where teamwork, time management, spatial awareness and shouting are all vitally important. " The initial level designs were created to emphasise the need to work together. For example, creating a barrier in a kitchen that a player would have to walk around, but transferring an ingredient across to another player would take much less time. They found playtesters quickly caught onto how to manage their characters efficiently in these kitchens, often falling into rote but effective patterns, and then proceeded to add other elements based on this feedback. They included kitchen actions that would take time to complete on their own as make players find other tasks to occupy their chef's time to improve efficiency. A kitchen level would include more tasks than chefs available so that players could not stay at a single station for an entire round. A further addition was disruptions in the kitchen's layout, which they found required players to be in close communications to remain effective, part of the design goals they wanted for the game. To keep the game simple, they eliminated a life-based system in favour of a scoring-based one so that players did not feel pressured by making small mistakes, and a simple icon-based system to show steps to be done or that have been completed to avoid having the complexities of recalling what had already been done by another player to a minimum. Final level designs were optimized to find an appropriate balance between challenge and fun based on playtesting results.