The mini-game is, to me, best when fun, frantic, and short. A collection of mini-games that don't require much strategy or complex controls would be a great fit for a fun, faux cooking-sim.
Ratatouille: Food Frenzy is most definitely not fun or short in most cases because the level of frustration quickly rises. Gestures must be perfect and in-the-line to register successfully in games like "Slice & Dice." Just making the motions in the right region won't do it, you have to absolutely nail the lines drawn for you to follow. It would be fine except that the timer is ticking and it is totally unforgiving. If there were the option to adjust difficulty , which there isn't, the default timer should be the Expert Chef level or something close. I'm pretty darn coordinated from years of twitchy shooters and platforming titles and I ate the dust again and again and again. The games that have much more sedate mechanics, like the "Cooking with Remy" segments, only require that you add ingredients and stir without burning the stew. The early levels are at a moderate level of difficulty, meaning you really have to work to burn anything. The next iteration instantly doubles the equation, which will totally befuddle kids as they try to master moving back and forth, adding ingredients, stirring, and blowing into the microphone to avoid burns. The "Flip the Fish" segment requires coordination on par with
Halo's Legendary mode (okay, not quite that bad... but close!) and I don't think I ever quite nailed it with any consistency.
The developers - as if in deference to the kids with tears streaming down their cheeks and the parents hunting for the receipt in their wallet (finding out only now that opened software return policies aren't generally that liberal) - allow you to skip a level after you've failed it a few times. How often do you see this in a game? Not much. It's like they just knew that if they didn't include the "okay, you lost three times, but you can go on anyway" feature, nobody would see much of their game. Why not just dial down the difficulty a bit or improve the way the game handles?