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(+1)

Great way of teaching we won’t ever retire T.T

Thanks for making the game! It’s very cool <3 Super depressing to lose money when you sell something wrong, I which I could have a little bit more of energy early on to explore deeper. The pocket physic thingy is EXCELLENT. Thanks for making it! <3

Thanks for the feedback. Do you have any suggestions for a different penalty for selling the wrong items? I’m planning on adding a machine you can use to scan pebbles before you sell them that tells you what it is, the weight, value, etc. But do you think the penalty for selling something wrong should be reduced, or should it be something different entirely?

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Because it’s difficult to tell apart at first which stone is what, you punish the player for trying to get what’s in his pocket. I had this feeling entirely because I felt it was my only way to know if stone was actually stone. If you have a way early on to tell them apart, it becomes fair game!

Another option would be to not punish early in the game, and make the amounts bigger as time goes on / as you’re getting closer to retirement? Or, very different option, creating more of a risk/reward situation on a different vendor? For instance: with a more elusive description + a fee to drop stuff in that bin, but if you get it right it’s a huge payoff).

Please let us know if you make an update, I’m quite curious to see how you make the game evolve!!! <3

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I’m working on a pretty big update right now actually. I plan to release it once the jam is over. It adds a lot more content and polish, the main feature being a proper save system so your progress caries over between closing the game. To address your feedback I’ve added a scanner component that you can put rocks into which tells you what they are and other info about it. Right now the scanner is directly attached to the selling funnel, so you see what you are selling as you sell it, but later it will be its own building that you can use freely.