Score was given with the fact that this was a Ludam Dare game being taken into consideration.
As I played the game, I felt like most of the game's development went into the art and style of the game, as it has a very strong art style. Some of the sound effects sound really good and satisfying.
Unfortunately, the gameplay mechanics bog down the cute style. The clicking and dragging of cards to attack is fine and gets the job done, even if it's a clunky way of doing it. However, the issue with clicking and dragging arises when you are trying to read the instructions on how to attack the vegetables. Each individual page is click and drag-able to its detriment as you MUST click and drag them away from the page clutter in the bottom right in order to read the instructions because each attack recipe is lying in a pile on top of each other. You end up forced to clutter up your menu bar at the bottom which gets annoying and cumbersome when you have to click different things and shuffle things around in a limited space. If it were up to me, I'd have all of the recipes in a singular book that you could flip through the pages of.
Additionally, I noticed that when you drink healing soup, instead of refilling a heart that was previously x-ed out, the game just spawns another clickable and draggable heart icon on top of your health "pile" that makes it kinda difficult to understand how much health you actually have.
The puzzle mechanics in the recipe book felt kind of unclear, as I got random cards each "turn", I was unsure if I was either "doing it right", or if the game would rig it so that there was always a solution for taking no damage and following the recipe. For instance, one of the recipes said something like "if the enemy is at full health, use red", but what if the game decided not to give me a red card, and I just had 3 blue and 2 green? Do I just take damage there through no fault of my own? The whole recipe card mechanic felt a little "half baked". Pun intended.
And the Soup Rewards. Those were very unclear as to what those were at first because the explanation as to what each soup did was not only buried under the recipe pile, but when I was presented with the reward cards to choose from, not only did I not know what each soup did, I didn't know what the name of each soup was at first as there was no reminder text on each card. Yes, I get that you can discern which one is "mushroom soup", which one is "bone soup", which one is "eyeballs" after seeing each one, but having each card labeled goes a long way in regards to clarity. This also applies to the utensils cards, as one of the recipes says "use green if you're holding a cleaver". If the cleaver card is clearly labeled as well, it changes the thought process from "I guess I'm holding a cleaver, I think" to "Oh, I'm holding a cleaver, I should do X"
Also, Eye Soup's description "See the rainbow" was really unclear. I thought it did nothing until I realized the cards in my hand were turned into red/green/blue hybrid color cards.
And the healing soup requiring it to be dragged onto the enemy was confusing. I was wondering if I was healing the enemy at first.
Overall, nice art style held back by clunky controls and game mechanics.