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(+5)

Before reading through, I tried to put a gap between each type of suggestion to help organize it. Hope these help!

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Instead of whacking an ingot until it turns into the right weapon head, I suggest some sort of "wheel" to choose which head to use or change to if the head is already crafted, would be more organized. You could still have an x number of whacks, but it should be next to the wheel when choosing what to change it into.

Normally you would have a newly crafted head being too hot to immediately place on a weapon shaft and would instead have to cool it down in the water (which you already have conveniently). If the head is the wrong head and you need to change it. Back to the smelter! (Which should then turn it back into ingots)

Gems: I made a weapon for a rich guy, maybe he wants to look like a rich guy in battle. Adding a gem would lead to higher prices.

Mixed ingots make stronger weapons. Implementing particular recipes would lead to higher prices and better returns.

Shaft station, there's wood in the back, why not make my own shaft? Buy wood, create shafts, seems simple enough. (I'm not saying to get rid of ordering shafts, but rather being able to make more of a profit if you order wood and then craft it.

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Armor? I mean... I'm a blacksmith, not only a weapon smith. Same idea as everything else, just with armor.

Tools? Perhaps they need a pickax or for that matter horse shoes

Shields? Also fits into armor, but worth mentioning

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Stock: It would be nice to have a stock of some sense, like a place I could put say 30 ingots. I think it would be cool to implement carrying them as crates when taken out of "storage" like the delivery box.

Inventory: Say I have a little extra cash and I make a few weapons. (I already reported a bug that if I make weapon and sleep, I can no longer sell it or take it apart, just in case you don't see it) If that item is in stock, customers should be able to go over and buy it right off the self. Of course the customer would take the best first and work downward in quality of ore.

Bigger Map: Since a "storage system" hasn't been implemented, I have found that stacking crates with orders with one kind of item helps me be organized. (Also note to that would be a labeled delivery) I keep running out of room due boxes taking up a lot of room... oh... just remembered there is an upstairs... Well either way, bigger map leads to more fun.

Upgrades to house size, furnace size, (stock size ^^), delivery size (no size limit implemented yet), upgraded hammer ^ as mentioned above in tools.

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Orders: There should be someone that on occasion walks in and orders x amount of x weapons within x amount of days. (Perhaps for the army or something). To send the order, there should be some sort of delivery crate in the back or something.

Picky Customers: I want this kind of weapon on this kind of shaft made out of this material. Closer you are to matching it exactly leads to a higher profit.

Time changes price: Giving the weapon promptly greatly increases both the likelihood of that customer returning and the price they pay you for it via a tip.

Returning Customers: I'm happy with what I was given and would like to return for more of it and am willing to pay more for it, ect.

Rejecting a Customer: It may not make them happy, but I have two ingots left and all I can make is a one handed hammer, but they want a great sword. Until they leave, I can't sell it and since I only get one customer at a time it's a pain waiting for them to leave.

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(Extras including bugs, controls, and other):

Easier rotating; Customized controls (I like to use Ctrl to crouch rather than c); Weapons get stuck in the crafting bench a lot and you can't pull them out very easily; making a weapon then sleeping leads to being unable to sell or take apart the weapon.

(+3)

How did I forget multiplayer? That's a must!