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(+1)

I can't believe I forgot the solo-rpg tag! Thank you for the catch!!

As for the question of a money/barter system, it's possible! I recognize there's a little bit of design room to turn the crops grown into something else. Though I also don't want players to have to worry about paying bills (it's just not that kind of game). This is something I will look into for future updates. Thank you for the idea! πŸ‘πŸ’•

Not necessarily paying bills, but a simple economy wouldn't be a bad thing, in my mind (maybe each settlement uses its own form of currency so a character can't game the system by trading between settlements, and getting super rich?)

(+2)

I agree! The economy + crops are some of my main focus in version 1.1 so I'm taking this feedback to heart. Thank you~

I've been thinking about this economy thing for several days and I don't think it's necessary. Of course, go ahead and create one for use by those who want it, but here's what I plan to try:

Fundamentally, this game's mechanic is about trying to tick the Promise boxes faster than you tick the days. Money, when you have enough, simply helps solve a problem faster than creating what you need from scratch.

In a cozy story, you have enough money, but using it involves a skill. Shop/Barter Wisely, a skill that can be upgraded like any other. On a weak hit, you buy an incorrectly-sized doohickey and must return to the hardware store (time passes). On a fail, you get distracted and don't buy the intended item at all.