Thank you so much for your time and effort in the critique! I highly appreciate it and this is super valuable! I have some work to do now, haha. Thanks again :)
Bouldouklu
Creator of
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Hey!
Thank you so much for playing through Day 3 and taking the time to write such a feedback! You’re right on all points.
The gameplay loop: You are right - right now it’s too passive. To be honest, I had a plan in the beginning with more synergies and dynamic mechanism, and during development I had to revise based on what I could develop and the time I had. And I kept scraping stuff again and again.. But now this is too boring, but at least the game is out, haha.
Recettear comparison: Great reference! I need to add more interesting sourcing beyond just bulk ordering. I also had an idea to have a second room, where you manage a small army of minions that go raid dungeons and places for you. But again, scope and time made it difficult to make … :D
Evil theme clarity: This is also true. The “evil shopkeeper” fantasy completely fails if players don’t feel evil. Standard RPG gear doesn’t cut it - I need controversial items or morally questionable goods to sell the fantasy properly. And I would need very distinct “bad guys”, with bad guys dialogues, animations and maybe even references.
Your feedback is vrey valuable and I’m genuinely learning from players like you. These are exactly the insights I need to improve my game design skills. Thanks again for investing the time - it means a lot!
Hi everyone!
I just made my first "real" game! Dungeon Mart.
Run your own fantasy shop in this fast-paced merchant simulator! Serve quirky customers, manage inventory across 6 item categories, expand your shop and complete objectives to unlock new tiers of legendary loot.
Only point and click mechanic, super easy to pick up and play.
I released in parallel a devlog for the ones interested in the dev behind.
You can play it here: https://bouldouklu.itch.io/dungeon-mart


I would love to have your feedback on it, specially the economy and pacing :)
Thanks for checking it out!
Thank you for your detailed review!
I do agree with you, I think I can work on the shrinking and scaling game design. Maybe by hiding the button or by adding a key bind to let the player control when to do what. And offering different paths is definitely a good idea. I had this in mind but was not able to do it in the timeframe...
Maze is something I tried :) I am still not sure about it, haha




