I don't often comment on games but this looks and plays phenomenal so far!
The gameplay loop is very engaging and the ability to quickly restart a day for a perfect score is a welcome touch that I hope stays in the game to some capacity.
The various potion effects are each great and play into each other seamlessly, and I can't wait to see what else is added! Not to mention thee curses and the ways you can cure them are a fun side-puzzle that makes the game even more enjoyable!
My only critiques are with the way gold is handled. Firstly, I feel as though it should be able to do something, but maybe being nothing but a high score is better in the long run. Secondly, it feels like the gold rewarded should scale in some way, be it more gold for the more effects that are combined or even long strings of successful orders without fail can give some kind of bonus!
No matter that small point, the rest of the game is incredibly enjoyable and for a demo it's especially full of content!
I'll definitely be staying tuned for whatever updates are made, as I'm sure they're going to be great!
Thank you so much for the high praise! I’m glad it’s all working together!
I think I’m going to keep the gold an “all or nothing” thing, per adventurer. And I kind of don’t want to make score essential for the game, so people can play however they see fit. But what I’m thinking of doing is enabling story gold to unlock potions and items in a separate “Sandbox Mode”, to play around freely.
That sounds perfect! Keeping the gold a player incentive instead of a required score (excluding of course losing if you bankrupt) sounds like the best choice, as on further consideration the openness it allows the player is one of the reasons I've liked this demo so greatly!
Having the gold rewarded be scaled to potion complexity could lead to players restarting until they can get the most complex potions for each traveler anyways, so it's probably better to leave that out haha.