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Very different from other games from the jam, interesting. I quickly got into the mood of exploiting the system as much as possible (there were some clear exploits to use from day 1, making it possible to max out several ressources).
Perhaps allow this kind of thing only in the very first days, like the villagers understand their mistake after you exploited it, and then you have to be smarter and need to exchanges several resources in order to do the same ?

Probably asking too much for a game made in 48h, but after a few days (I stopped at day 8), it felt too repetitive to me. I think I would need a small narrative on top of this (like someone in your family will need quite a lot of meds at day X or else it won't go well ...). Just some kind of longer term objectives, rather than numbers slowly going up.

But for a 48h dev, it's already quite impressive how it feels solid, sets a mood pretty well, and hooked me into your game. Well done !