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(+1)

Cool game. I played until the end of Day 3. Here is my feedback.

  1. The gameplay loop seems to revolve around providing as many types of items as possible to ensure that all customers get what they want. In itself, it's not very engaging. I can influence neither the price of commodities, customer preference nor physical location of the commodities. It doesn't make for an engaging experience when the only thing I can do is showcase as many items as possible and hope for the best.
  2. Comparing your game to another RPG Shopping simulator" Recettear" would be a good start. In recettear, you can negotiate with customers and each customer has different mechanics that you can exploit. Location such as near the cashier or the entrance would allow you increase the price of your selected commodity. Getting the goods also involve hunting the goods in another dungeon as opposed to ordering from a bulk supplier.
  3. If you didn't tell me I am selling stuff the to the bad guys, I wouldn't know. As far as i know, I am selling potions and gears to adventurers. if you want to make me feel like an evil shopkeeper, make it clearer that I am selling controversial things like Monsters, Slaves, tomes of dark magic or torture devices, not the standard RPG adventurer gears!

Other than that, the description of your project is clear and concise, with clear headlines followed by bullet points. 

(+1)

Hey!

Thank you so much for playing through Day 3 and taking the time to write such a feedback! You’re right on all points.

The gameplay loop: You are right - right now it’s too passive. To be honest, I had a plan in the beginning with more synergies and dynamic mechanism, and during development I had to revise based on what I could develop and the time I had. And I kept scraping stuff again and again.. But now this is too boring, but at least the game is out, haha.

Recettear comparison: Great reference! I need to add more interesting sourcing beyond just bulk ordering. I also had an idea to have a second room, where you manage a small army of minions that go raid dungeons and places for you. But again, scope and time made it difficult to make … :D

Evil theme clarity: This is also true. The “evil shopkeeper” fantasy completely fails if players don’t feel evil. Standard RPG gear doesn’t cut it - I need controversial items or morally questionable goods to sell the fantasy properly. And I would need very distinct “bad guys”, with bad guys dialogues, animations and maybe even references.

Your feedback is vrey valuable and I’m genuinely learning from players like you. These are exactly the insights I need to improve my game design skills. Thanks again for investing the time - it means a lot!