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I loved the simple gameplay loop and clear objective. Learning who liked what was fun and the art was charming! A simple intro would be nice as it took me a second to figure out what to do, but once I did it was smooth sailing for the rest of the play through!

Some notes I had while playing:

  • As some others said, it would be nice to have some pointers on who likes what, whether it be a dialogue like "I could really use something sweet today" or something you can more easily puzzle out by looking at the person (enter a small preview of what the person has on them perhaps, i.e. show a candy wrapper for someone who like sweet or a rotten apple for someone who likes smelly etc.).
  • Also, having a simple tooltip on the ingredients to show possible effects would be nice too, as right now it feels hard to remember, even when writing down, since the effects changed sometimes it seemed.
  • One thing I was confused about was why I had 7l blood if I could only use 6l? Maybe I missed a mechanic, but when I played through it seemed like the only thing I could spend blood on was adding a drink to the burner, and with only 6 burners I couldn't spend all 7 blood. Maybe adding more uses for blood would be fun (if I didn't just miss them lol)
  • And final note would be that it felt a little bad to not be able to adapt to the customer. Once I figured out what they liked, if they came in and I didn't have that made, it felt bad to serve them something I knew they wouldn't like. Perhaps adding some way to spend blood to 'recall' a drink to serve them, or be able to mix a new drink on an open burner just for them, or maybe even showing us who will come in the mixing stage so you can prepare drinks for those specific people (at least the ones you've figured out).

All in all, you did a great job with this MVP! The gameplay loop is tight, there are no major bugs, and it's a solid proof of concept. Good job and good luck if you continue to develop this! I'd love to help playtest or anything in the future if you do :)

P.S. it felt good when I hit my debt goal!


(+1)

Thank you for kind words!

  • I also wanted to add dialogues so bad but I knew that I will need to sacrifice something in place. Doing this project alone in a week was already a tough task. Good I had music and sound assets. But anyways - dialogues planned and will be implemented in future.
  • I wanted to make this game challenging not just a math formulas: ingredient1 + ingredient2 = goblin etc. Ingredients don't change their effects/aspects and one of the hints on Day change screen says: "*By adding ingredients to a pot you taste and open one of it's aspects*"  :)
  • One of the hints on the Day change screen answers your question/confusion: "*The more blood you keep for the foraging the more ingredients you will find*" so I made 1 liter to be always with a player to prevent his frustration to have no ingredients at all.
  • Yes you are right, but for this version without proper directed game loop I came to the mind that random customers will be a good self balancing thing. If you can't serve everyone perfectly - less customers will come on next day and you can prepare to them with full hands and make money. Same goes with ingredients - less customers = more blood for foraging = more well brewed drinks = more reputation = more customers = reputation loss = less customers... infinite self balancing loop :)
  • The "main" goal was calculated by the results of tests that's my family and friends provided, so I saw and knew that it's totally achievable as for new player same as challenging for player who played previously.

I can't promise to give you a chance for testing in near future but please add me on discord for future communications! @blindchaospanda