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(+2)

This was interesting. I’m not sure if I didn’t figure it out or just couldn’t tell of I successful sold the items, so some more feedback in that regard might be good.

Otherwise this was a neat concept with some fun art!

Thanks for playing.

They take the item, say "Thanks" and give money if its the correct item. If its incorrect they say "This isn't right" and give no money (but still take the item).

(+2)

Oh okay. I must have been doing something wrong then, ha ha.

It did take me a while to realize I was supposed to put the items on the green mat (after reading the description on the page more carefully), so maybe I messed something up in the lead up to that.

Do you think it would have been more intuitive if you had to place the item on the character to fulfil the order?

(+2)

I think I took the large amount of space as a kind of inventory, so I was surprised they weren’t grabbing already placed objects in the space that I thought they wanted. If it had been labeled as a “pick up” area or something, that would have been better. Or even just a simple tutorial for the first customer.

Alternatively, if I had been able to move around the already placed objects, I think I also would have figured it out more quickly, and that would have generally been a bit more in line with my initial assumptions, while still requiring me to figure out what the customer wanted (or at least guess quickly).

(+1)

thank you for the feedback! It was in line with where we wanted to go but ran out of time, so it’s good to know we were on the right thought process for what the player was expecting.

We kinda did this project backwards this time to give one of us time to learn the process for modeling and animating so we got to Friday and had to debug and implement, unfortunately we made the decision to halt features right before we got to moveable and taking orders from existing items.