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(+2)

Very original idea and executed well - you got so much into a week's work! 

I enjoyed practising a bit of maths and the concept of taking off a little more on top. Remembering and planning out what rules applied was also fun, it's a good puzzle game!

I wish there was more of a mechanic to haggling/persuading people when they are refusing to pay. I imagine that's where the probability comes in, but because this isn't visualized in any way I don't understand the risk as easily. This may be in part because you want the player to work out the correct amount themselves so you can't show the range of how much the player is over or under I guess, but it means that in some places I feel a little out of control and at the whim of the RNG.

I liked the map travel, only wish something had more clearly indicated where I am at any given point, I lost myself on the map at times.

The graphics were nice, though I think there's a bit too much of a mix of different art styles and the pixel art clashes with the other UI elements. All the assets are great on their own, but I think the overall style could be more cohesive.

Super cool concept and execution overall! Great work!

(1 edit)

Thanks for all the kind words! 

The game was a lot of effort and a scramble towards the end. 

I wish I could have had more time or more hands to hit our remaining stretch goals like better haggling and to help smooth out the remaining rough edges and to tie everything together better. But alas it's a game jam submission and there will always be more to do and there will always be something wrong

(+1)

Absolutely, what you got done is super impressive! The map alone looks like it was a hell of a lot of effort and consideration and the tax calculation sheet is so cool, that can't have been quick or easy either. 

For the tax sheet I consulted my partner who is an accountant 😅 it went through many many iterations to get it to its current form

But yeah a lot of elements took a long time. The clock took a whole day making it look like it currently does and getting the time fast forwarding working, the abacus took some time first learning how an abacus works and then actually making it work and I spent a lot of time making an interface where you have to move the beads manually but it was a pain to use so it was scrapped, even the dialogues changed a lot there used to be unique dialogues for everyone but it was too much to juggle so I just streamlined it to all be the same.