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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.