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(+1)

Thanks for sharing! The UI worked well, and I was able to sell lemons and rake in the money.

I think it would help to have more in-game insight into the simulation, as without that I didn't have any reason to modify the two bars (price or more/less lemons). It seemed liked I could make a profit just by buying the resources on the left and then selling them (clicking "next day") without tweaking those knobs. 

So why should I change them? Possible ideas: 

- there are goals you're trying to hit, that require you to modify them (e.g. you must pay back $500 in 10 days)

- you need to respond to a changing world (e.g. customer preferences or willingness to pay changes), so what you did on day X isn't still the optimal thing on day X+1


Congrats on making your first simulation game!

(+1)

Ooooo yes. I would have added more insight but I was worried I didn't have enough time after programming the randomness generation. But putting a cap on the days would have been an easy and quick way to add some actual difficulty!