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Thank you for the deep dive! I really enjoyed your game, too <3.

The chance of getting 5 and 4 pumpkins on the second order is really really low. Just unlucky xD. Maybe if we decide to finish the game we would nerf it to be impossible to be that hard. About the planting: I made the price for upgrading planting cheaper than the others, because it is the best one. I wanted players to steer to it first.
The game is about managing your funds also, so indeed it is possible to run out of money to complete orders. But that might be really punishing. I will have to think about how to avoid running our of money for orders. Maybe some passive income?

I think I'm okay with running out of money, just not so early on. This is probably too in the weeds but at the start, I just wanna be able to get the hang of your game, explore your systems, and learn what's worth money and what's not. By making the planting cheaper, I actually interpreted it as not as good as the more expensive options lol. Plus the jetpack was so fun, I wanted to get better at it. I think a potential solution could just be to gate the other upgrades until you buy the farming one so I can both a) understand your system and b) see how much things improved after I purchased an upgrade. Idk if that's right but you get the idea. 

And totally understand about the pumpkins, I figured that was likely the case. I think just in general, when you make a game about managing resources, you gotta give the player some time to explore and learn what is valuable and what isn't so that they can strategize. The crux of resource games is making decisions and tradeoffs and if I know nothing, I can't really make an even remotely educated tradeoff.