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(+1)

Hmm very interesting suggestions! I'll look into some of these in the future. Thanks ^^

(+1)

Arador has good ideas to add to the benefits of the stats, making the player think more carefully to which attribute they wish to 'level up' more instead of focusing on just one or two that are more powerful than another.

You can also do secret combo to leveling, for example a type of basic arithmetic where SPD + CHR attribute can 'delay' the timer before a shift ends.  (I always felt like the current shift in the demo was way too short.)

And STR + END could affect your ability to handle nightly hour stuff, so that they don't affect your body in the daylight shifts. (I imagine the protagonist having a 'rough night' could affect their daylight ability.)

STR + CHR could affect the ability to 'shoo' away unwanted customers.

SPD + END affect the rare Luck stat to 'instantly' finish one of the prep-work tasks, such as instantly finishing cleaning the lettuce or cutting the tomatoes.

I enjoyed reading those additions and I agree that currently the stats seem unbalanced with stats being better than others. I analyzed what each stat would be doing fundamentally and keeping that, but enhancing it. That was the idea baseline for my stat versions. But I do love the idea of having hidden stats that combo off of each other. That would give more of a plausible differential than what I proposed, but would take longer to implement than mine.