Twelve scenes, one live item at a time

Princess Happy Tea Party Cooking

Princess Happy Tea Party Cooking is a Phaser build of twelve scenes: dress the princess, cook and decorate the cake, brew the tea and lay the table. Only one item is ever draggable, and an arrow marks which one.

LevelLoop wrote this play brief. The playable file, artwork, and runtime are delivered by an external game service. LevelLoop keeps supporting rights records for the catalog on file.

ShelfCasual
Princess Happy Tea Party Cooking

Before the first tap

The run opens on a loading counter

On 2026-10-04 in Chrome at 1280×800 the frame around this game showed a solid magenta field with a single PLAY pill on top, and the build behind it printed LOADING: 55% and then LOADING: 87% in white bold 22px Arial. Nothing else reached the capture, so the first practical fact about this title is that it takes a moment to arrive and does not tell you much while it does.

Princess Happy Tea Party Cooking still on its loading screen, reading LOADING: 87% in small white text over a solid magenta field
Observed 2026-10-04 in Chrome at 1280×800: the run reached LOADING: 55% and then LOADING: 87%, with the player's own PLAY pill as the only button on the frame. This build had not finished loading before the capture ended.

The stage is 504 × 800 and holds 12 scenes

The build is a single Phaser file, js/main.js, running on a fixed 504 × 800 stage scaled with SHOW_ALL, with the page background set to #b8175f — the same magenta that fills the field while it loads. It registers 12 scenes: boot, preloader, title, intro, elsa_dressup, dec_scen, tea_dick_scen, aliment_dec_cake, final_screen, cooking_2, cakecooking and cooking2.

They play in a fixed order rather than through a level select. The title hands over to intro, intro to cakecooking, cakecooking to cooking2, cooking2 to aliment_dec_cake, then cooking_2, tea_dick_scen, elsa_dressup, dec_scen and final_screen — and final_screen loops back to intro with the dress-up choices reset to their first values.

Six slots, six variants

The dress-up screen cycles rather than selects

The first interactive scene is a dressing screen, and it works by tapping rather than dragging. Six round icon buttons sit down the right-hand side at x = 450 and y = 140, 240, 345, 450, 555 and 660. Tapping one swaps that slot straight to its next variant, and every slot carries six of them: hair 1–6, dress 1–6, shoes 1–6, earrings 1–6, necklace 1–6 and crown 1–6. Keep tapping the same icon to come back round to the first.

The forward button stays hidden until all six are touched

The play button is created at scale 0 and is not on screen when the scene opens. The script keeps a six-slot record and only tweens the button in with a bounce once every slot has been tapped at least once. If you cannot see how to move on from this screen, tap each of the six icons a single time.

The crown follows the hair. Which of the six crown sprites is visible is decided by the hair slot value, so changing the hair changes the crown with it. The character sprites are all named with an elsa_ prefix, and the two earrings and the necklace start fully transparent until their icon is tapped.

One live item at a time

The table and the tea are fixed drag chains

The decorating scene and the brewing scene share one rule: exactly one item accepts a drag at a time, and the script only enables the next item once the previous one has landed where it belongs. An arrow sprite, arrow1 through arrow5, points at whichever item is currently live.

A drop in the wrong place is not a failure. The item tweens back to its starting position over 700 ms and the arrow returns to the item you were meant to move, so a misplaced drag costs you a moment and nothing else.

Fourteen icons in the cake scene

The cake scene carries 14 cooking icons, cooking_icon1 through cooking_icon14, over art named for the steps: flour, sugar, powder, egg, chocolate, cheese, salt and water, together with mixing bowls, a cake tin and an oven. The tea scene runs the same arrow-driven chain over its own props, including a water glass (waterglass2) and a teapot (teaport), and adds a 60-frame t_timer sprite that slides across the screen and off again.

There is no score and no numeric clock anywhere in the script. The only counting-looking asset is that t_timer animation, and the script's delays are one-shot calls such as time.events.add(700, …) and add(2000, …) rather than a running timer, so a slow round is not penalised.

Tea-party quick checks

Loading, dressing and the drag chain

Four things decide how a first run goes: waiting out the loading counter, tapping all six dress-up icons, watching which arrow is lit, and knowing that a misplaced drop simply returns.

What should I do while the loading counter is climbing?

Wait it out. The build prints LOADING: 0% and counts upward in white bold 22px text over a #b8175f field; the 2026-10-04 capture caught it at 55% and 87% with only a PLAY pill on the frame. Nothing in the game responds until the counter finishes.

Why is there no play button on the dress-up screen?

Because it is hidden until every slot has been touched. The button is created at scale 0 and only tweens in once all six icons (hair, dress, shoes, earrings, necklace and crown) have each been tapped at least once.

An item keeps snapping back to where it started. What went wrong?

The drop landed outside the target. Only one item is draggable at a time, and the live one is the item the arrow points at; a miss tweens the item home over 700 ms and re-points the arrow. There is no penalty, so pick it up and try again.

Does the game keep score or run a clock?

No. The script contains no score counter and no numeric countdown. Scenes advance in a fixed sequence — title, intro, cakecooking, cooking2, aliment_dec_cake, cooking_2, tea_dick_scen, elsa_dressup, dec_scen, final_screen — and final_screen loops back to intro with the dress-up choices reset.