Hi all,
Coa: Yeah, it’s not a very complex game. I mainly made it to learn the ropes of publishing on itch.io and Steam.
Simenhs: I’ll definitely test your game. Sorry the video didn’t work out, but I tried to leave detailed feedback in the comments on your game page.
Callmematthewchris: You probably missed the parts about serving beer before customers get impatient, and removing the empty glasses. The tutorial is missing in a big way—these are core parts of the game, and I delayed explaining them for far too long.
Thank you all so much for the feedback.
About the explanations: I was in denial, thinking players would naturally figure everything out. I realise now that clear guidance should have been there from the first upload. It’s my next priority.
For the first few loops, I’m planning to add blinking indicators above the relevant areas, such as: “Click the table to serve a beer” and “Click the table to remove the empty glass.”
The upgrade tree also needs clearer explanations, probably through pop-ups with longer descriptions. For example: “Decorations increase customer patience and make your bar more attractive.”
Long story short: stars represent your bar’s reputation. A higher reputation increases the chance that pedestrians will come to a table. It becomes more useful once you have around six tables that you want to keep full of customers.
It was also meant to prevent a strategy where someone says: “I just won’t remove the glasses—no new customers can arrive, no customers can die, so I can’t lose.” With that tactic, reputation goes down and you lose bar revenue for a long time. But if it still makes the player invincible, it may still be worth doing. I might change the system so you start with 50% reputation and lose if it reaches 0—no more lives. I’m not sure about that yet.
Regarding the feedback that the game is easy at first and then suddenly becomes too hard: I’m sure I’m not done tweaking the balance. But I think I want to keep the die-buy upgrade-retry aspect. The game has a roughly 10-minute difficulty curve, with enemies becoming more numerous over time.
I tried to make the quieter moments less boring with the card game. The cards are bonuses and maluses, but yes, they also need an explanatory pop-up.
Thanks again—this will keep me busy for a while!
