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(+11)

Current early game meta is crafting the cheapest Mind Desire and skipping all customers until you get one who wants it

You dev don't want players to mass-skip clients, make sure player will get enough money to cover expenses even on zero patience 

Don't start the customer timer before customer has finished making request, that makes no sense

Patience should have a "green" zone where it barely decreases the price (around the fastest time you may craft a potion and give it to customer) so precrafting potion and skipping customers it not three times more efficient then crafting a potion fast

minPrice = sum(ingredientPrice)
maxPrice = minPrice * 1.5 + 10
minTime = ingredientCount * 0.5 + /*minigame*/5 + /*give*/1
patienceLoss = !finishedSpeaking ? 0 : t < minTime ? 0.1 : 1