It needed some polish, especially a tutorial section, or at least an initial sale to understand the mechanics and the risks.
Tasaka
Creator of
Recent community posts
I completely agree; I added colored information text to help people see the results of a mini-game more quickly.
But I should have allowed a little more time per client.
Time is there to choose from the tools, and there's a risk of error if several haven't been tested, but I didn't sufficiently consider the possibility of missing a mini-game.
Thanks for playing!
After some testing, I increased the time limit for one client precisely to have time to play several mini-games, but it's clear that it could have been improved even further.
I also had other ideas that are missing, like a reputation system if you buy too many counterfeit items, but the jam's time limit caught up with me… Anyway,
thanks for your feedback, it's much appreciated.
I had other modifiers in mind, like being able to block a die, or reroll one, etc., but time was too limited to get into anything more complex. ^^
For the tutorial, I had planned a transition between the menu and the game scene, but since it took me two hours to upload this version, I didn't have time to polish the game; it lacks explanation and animation.
Thanks for playing.
















