I loved the art and audio, gets very intense.
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Market Mayhem's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #487 | 4.134 | 4.134 |
Overall | #1263 | 3.527 | 3.527 |
Enjoyment | #1731 | 3.164 | 3.164 |
Creativity | #2389 | 3.284 | 3.284 |
Ranked from 67 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
You play a shop keeper trying to keep the moody heroes happy
Did your team create the vast majority of the art during the 48 hours?
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
We used pre-existing audio
Comments
Great art style! I enjoyed playing game and also hearing the voice act :D
I love the art style! The gameplay is solid too although I experienced some wonky hit detection later in the game where I brought the requested item to the person right away and clicked interact a couple of times but they wouldn't take it and eventually they started throwing lightning at me. Not sure if I messed something up though.
Either way, it's a fun and cute little game.
Absolutely love the game mechanic! The main character is also so adorable as well
I love the artwork for this game! The characters have such wonderful designs! Polished and fun! ♥
I loved your art style! I got humbled with stereo types when the princess walked in the room and I rushed to make a magic book and a potion and then she asked for a sword! Excellent job!
It's a fun game, the difficulty is well gauged and the illustrations are very nice.
Love the style & the sound, but I could go for some more mechanics that could spice up the earlier levels and tone down the later ones.
Thanks 🏪! Our artists really killed it. Ya more mechanics to diversify the game play up would have been good. We had plans to improve the crafting, add hero variants, and design a better level, but basically we ran out of time. It was probably to big of a game to make for this game jam. Thanks for playing!
The art was super good and the voice acting was funny while also allowing for the game to go faster, as I did not need to rely on the icons. Although the icons shrinking did get annoying as it was hard to tell what they wanted sometimes. Great game overall
Thanks 🏪! Ya the icon shrinking was my last second solution for giving the customers a visible timer until they got mad. It works ok, originally we had a progress bar. It was pretty ugly, but very functional. I should have just re-enabled the progress bar, but definitely ran outta time on this one lol. The art is great huh! I'm glad you enjoyed it.
Thanks 🏪! OMG you got to level 12! :D Thats the gremlin level, its like being swarmed by a bunch of drunk loot goblins.
The difficulty ramp needs a lot of work, it was tough to balance for this game because the game can go so slow. The real fun is when you have to balance an increasingly angry customer base while trying to serve your remaining happy customers. But that can be pretty hard. Ultimately we just ran outta time to level it all out. Thanks for playing!
I liked the presentation and art direction, they were great. I think that perhaps some indication of the "customers" patience levels would've been nice, and as others have said, the gameplay is a bit repetitive. However, the game has potential, and I could see it being fleshed out a bit more. Good job!
Thanks 🏪! Our artists kicked ass!
The customers do give indication about their patients levels, its the slowly shrinking request bubble over their head. Its not the best solution. We actually had a straight up progress bar, but I removed it because it was ugly and I had hopes the shrinking bubble over their head would be enough. I did it pretty last minute and didn't have time to really test out the theory. I don't think it actually worked, it probably would have been better to leave the more understandable progress bar there.
Thanks I'm glad you can see the potential, I def think this was a bit too complex of a game to bit off for this short of a game jam. Getting some really solid bullet hell designs into the game would have made the game a lot better. But we just ran outta time.
A good game regarding that you made it in only 24 hours. I espacialy like the art and the animations. I would recommend to vary the gameplay a bit more but else it's solid!
Thanks 🏪! Ya we ran outta time. We had plans to create a more detailed crafting system, hero variants, and a more tightly designed level.
Hero variants in particular would have added a lot IMO. Since originally we were hoping to only have one instance of a hero come to the store at a time and then create sub-variants of different heroes. I think that would have made the heroes feel a lot more unique and special. But we all got sleep during the 48 hour sprint so its a win for our health! :D
Thanks 🏪! OMG the art is great huh! The gremlin was partially inspired by one of the art's D&D NPCs. She actually did some of the voice lines for him.
Thanks ya, the game's difficulty ramps too hard and starts to easy. I ran out of time to smooth it out and had to opt for an algorithmic solution after 5 or so levels. I did hide a few special levels in there if you get far enough!
Thanks 🏪! We had three great artists and they did an amazing job. I'm not sure I would describe our gameplay as simple, in a lot of ways its to complex for a game jam IMO. However the game's difficulty ramp was tough to optimize and we only really worked on it at the last ~30 minutes lol. With the current design, designing a difficulty ramp was hard to balance between hard and playable. We probably should have added a difficulty selector. I think fundamentally the game would need to have a lot of its mechanics expanded upon however. Anyways thanks for the feedback!
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