Share your ideas for final version. (Prototype version will not change other than bug fixes and may be slight balance changes)
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Thank you. I have aesprite full version eventhough i am total noob in game development. (I guess i had bought it in steam for 2-3 usd,in my country i have to pay like 0.5$ per $ in steam since our economy is so bad plus it had some discount at the time i was considering. I though you were using Unity for some reason i dont know. I will check Monkey 2 and Cerberus X since i have never heard about them before. Only used some UE4 and Unity and SFML before.
Can you make tutorial videos on youtube ? Of course i dont mean tutorial about how to play , about how to make a game like this :)) Which game engine or frameworks you used, how you made the assets or did you buy them . Thank you :)
Loved the game. Beat it at 3rd try. However there are things should be considered.
- After market basket you dont need to buy any other upgrade since you are limited by 55 stocks for each good and sell all of it everyday anyway.
- Game goes from insanely hard to extremely easy fast. You need to earn 40 bucks per day on average to survive. You need to calculate every thing you buy at first, consider every risk you take. It is real fight for first 30-40 days. But after something like 60 days you easily earn 100 bucks+ per day you play with every resource opened full stockpile. After you get market basket you get 600 profit everyday no matter what but you still have 40 bucks expenses.
- Game goes easy can be ok if you can use your extra resources to scale higher (may be bigger market with higher rent). Option to pay loan completely ? In order to remove tediously maxing out every stock with tens of clicks per day a button to maximize stockpile every resource you unlocked (if you are ok with buying milk too)
- Since you sell everything so fast later, your customer happiness goes to 0 everyday. May be an upgrade to restrict minimum happines to higher level. And reorganize algorithm slightly so you cant sell everything at lower happiness (like you sell %40 of your resources at 0 zero happiness and scales up to %100 at 95 happiness or sth (Of course still there is some randomness within) )