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(+1)

Cute game! And some great ideas too. I enjoy the concept of the gameplay loop, and reading some of the other reviews and your replies I can see that you have some great plans to expand upon it, which would be awesome!

As far as feedback goes, I did have some difficulties with the UI.  There was a point where this was happening and the game locked me out of actually selecting any of these. 

I had to restart and go through the intro dialogue again, which dragged a bit as you can skip the initial type out, but you can't skip the backspacing. I otherwise had an issue where I would try to buy things and the quantity owned didn't seem to update but money was being withdrawn, so I'm not sure what the go is there.

I think the experience could be smoothed out by having the game pause (or disable character control) when there are menus on the screen. But otherwise, with a bit of polish, I think you've got a neat, engaging game on your hands! Good work! Keen to see where it goes.

Cheers!

(+1)

Thanks for playing!

The overlapping UI is probably the biggest killer so far in the game; and stems out of me deciding no pausing during dialogue and menus in general. While I feel it made some parts a tad better; it absolutely killed the experience with the overlap issue I didn't see coming. So I'm bringing the pause back lol

I might add a skip intro button somewhere until I add saving into the game at least; that way people playing it don't need to go through the whole thing over and over. I personally snipped the trigger for it during testing so probably a sign to add a skip dialogue option.

The shopping experience should've been working but I did notice a handful of complications in both crafting and shopping. Including the crafting list sometimes just being deleted....that was a fun bug lol.
Should be fixed up now but I'm probably going to be hammering out bugs in those fields for a few, especially since I revamped the inventory structuring to allow more complex variables like uses. Instead of buying 50 packs of beans a single bag will just have X uses in the new update coming.

I'm definitely going to be playing around with where pausing is most appropriate and there's a new tracking system that shuts down menus I think could get in the way when needed. So in the new update coming if you use your phone and walk into dialouge or the day ends it turns off the phone entirely. And important dialogue (which so far is all dialogue) has a pause during it again while using the phone still allows for on the go usuage for now.

Thanks again for playing and the feedback! I feel like each UI feedback I get another piece of the puzzle of something that isn't working or just how it feels. This is probably my most feature complete project at least in a while so I always feel a little bias when things are good enough when good enough isn't the goal for the end. But with all the feedback and general support I'm really excited to see where it leads and hoping some of you guys stick around to see if the next update or two brings enough to the table for future vision!