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This was a really cute game! I love the art and the townsfolk milling about is a really nice touch. The selling minigame is a fun interlude, as well. 

I have a couple questions about how everything works! Is there a 'strategy' that I might not be picking up on? When I first started I thought maybe there would be a buy phase where I would need to restock on "popular" or "well-priced" goods to sell on the next day. Also, as far as I could tell there was no reason not to sell something when being asked if it was available?  I might just be misunderstanding a mechanic at play here. 

Overall though, this was a very relaxing experience and I could see this growing into a really nice shopkeep simulator!

Thanks for taking a look at our game.  So in the demo we gave players a stock of 55 items to start, and every day that passes, the Miner will passively earn items that get added to your inventory.  We plan to implement the Miner as a playable character so you can earn more items than the Miner passively earns herself.  Sometimes the villagers will ask for lots of the same item, and that will cause you to lose all your stock of that item, and your forced to decline the sale and lose that potential money for the day.  

Once we get the other characters playable and have our players having a more active role in keeping tabs on their inventory, we hope that it will be much clearer.

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Thanks for getting into the details, I think it is a very interesting system that’s being built! I just wasn’t sure whether there was any situation where it made sense for me to decline a sale(maybe due to sell price fluctuations) because I was just selling everything I had as it was asked of me. If I was always supposed to sell as soon as it was asked of me, I wasn’t sure if I was making any sort of meaningful decision or engaging in any sale strategy . Thanks for taking the time to talk about the game!

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Right now it is best to try and sell as much as possible when asked by the villagers, although we are planning on having a random hot item of the day which doubles the price of that one item.  Something we were looking into, but didn't make it into the demo.

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To add to what Tayis said we also plan to have skills which could effect prices aswell as other aspects so maybe you'd  want to save the higher valued items for when you have a certain skill active. Really its to add in a choice to strategize a bit. Fluctiating every price might be a bit to much atleast early game but perhaps later in the game progression there could be a market that changes a bit? Could maybe be a fun little extra mechanic to stratigieze haha

Oh also in this current build there is no chance system in place which is going add a bit of balance aswell. This means every item right now has the same chance of popping up as an item some one wants to buy and also the Miner could get any one of the items as they too have the same chance. In the future we will have all these stats set up so its a bit more of a strategy you'll have to play to make even more coins!