there could be some sort of dungeon to get ores, ingots, grips, blades... and you could bring some hammer/sword/polearm that you created to fight enemies, and could have grinding for swords and other blades and sorry for my english
Hello!
I'm loving this game. I have a few, suggestions/questions.
1. What is the AI time limits based on? I feel like sometimes there's just not enough time to build what I need to, even though I have most stuff in stock.
2. I've already seen this somewhere, but I'd like to give it some more love. Make it so you can "snap" weapons to the weapon slots above your door. So that when a customer comes in they can pay and take it immediately. Although, first you'd have to fix the glitch where everything falls apart when you relog. lol
3. I haven't tested this past the tin material yet, but it seemed to me that you don't get an experience boost when you sell items made with better materials. If i'm correct and this is the case, I think that would be a fantastic edition to the game.
Thank you for reading.
With the current parts that you have, there are a lot of combinations that look like perfectly reasonable, or even better weapons compared to the weapons currently in the game. Could you add some of them?


The Titanium tools, from left to right, would be called: Great Hammer, Great Sledgehammer, Pole-Arm (Or Sledgehammer), Hammer, Small Hammer, Dagger, Spear, Short Sword, Long Sword, Lance, Great Lance, Great Sword. (Not sure on Long Sword).
As an extra note, could you have customers be less picky on some occasions, asking for weapons with attributes such as 'light, heavy, big, small, sharp, blunt, long', with multiple weapons fitting each category. For instance, a "sharp, long" weapon would be either of the lances, the spear, or maybe even the great sword.
Would it be possible to have customers come more frequently? I understand that currently you only have a single customer spawned in at a time as it is now, but it would be a much more natural way to increase player challenge by having more customers, compared to decreasing the customers' patience. Having the customers queue up could be difficult to program though, but this would give them a reason to have less patience. The rate at which customers come on a given day could also be determined by how many customers were satisfied the previous day.
Maybe once you can upgrade your store, you could have room for multiple customers at once, which would increase the potential for players to earn money even further while making it an added challenge to satisfy all customers.
Would it be possible to turn a customer into one of the other random npcs after they leave the shop? This would essentially despawn them sooner, without having to bring the exit portal right next to the shop. Getting them to have the same appearance and weapon might be hard, but it avoids the issue nicely.
In any case, it's great to hear that you've got plans for this.
Hey Dasius, love the game so far! i would love to see Sheilds become a thing and also I would love a forth craftable... maybe you can use it to combine and/or create crystals...
Either way, im also looking forward to some new Blade/Hammer Head designs and If Possible, keep the timer for how long they stay at a constant. on about day 13-14, i dont even have enough time to make a dagger!
But i just wanted to give you my feed back, Have a great Development time!!
Hello, Very fun game so far. Suggestion to add stuff:
1. Battle axes
2. Armor (chest plate, grieves, boots, etc.)
3. Set our own prices (too high they won't buy it, and too low you won't make money).
4. Ease up on the later days timers, or fix the bug where if you premake the item the customer bugs out. (I guess make it more of a tycoon type game where you are trying to have the best shop, not the fastest. It becomes more like those 'build a burger or pizza' type games where you race a clock and it loses its enjoyment/low stress playability, at least for me and becomes a tedious grind). Edit: Instead of the time limit being the main point of the game, make a rating system so that after crafting you may have made a 50% quality item, so it will sell for less, when you get better at making the items you will get closer to 100% quality and make more money that way. I hope this was clear, if there is any confusion on what I mean I can go into more detail.
5. Some customization to the house/shop.
6. Some type of signature type or styling for your shop (if they come to your shop they will get sword 2 or 3 variant for example).
7. If there aren't any customers you could sell items to a local market or send items out for delivery instead of the customer having to come in.
These are just a few suggestions. Like I said I am enjoying the game so far and hope to see more. I know creating a game is not easy (quite the opposite actually) and I'm sure this is worked on in the developers free time as a side project. But, I would love to see more and can't wait for the developer to get more support from the community. Please keep up the good work and hopefully a new distribution channel will become available to you so you can have the support needed to continue working on it and even go full time developing it.
If you do like any of my suggestions and choose to implement them I demand royalties! <-----(100% joking)
Hey man, I just downloaded the game, though I haven't had the ability to play it thus far (School, you know?) though I have watched PLENTY of gameplay in anticipation of my play-time. Firstly, I think this game is perfect to itch (Hah) that want-satisfaction itch in all of us with exceedingly satisfying graphics and creation mechanics. My only suggestion (And it's loose based on gameplay I've watched) Is to potentially add another tab extending out in another quarter circle from whatever head you select (With Z I think the button is) For instance if you chose Hammer heads, another tab pops out from that allowing you to select what kind of hammer head you want to craft, rather than having to hit the piece of metal 3 or 4 times to get it where you want it. I'd love to hear your feedback!
- AJ
For discussion of a Mac version (and some workaround options), please check out this thread: Mac and Linux
Note: I FLIPPING LOVE THIS GAME!!!!!! :D
Note2: you dont have to add this stuff, i just thought it would be cool to see what you could come up with.
could you please add the ability to use your weapons and fight people e.g.
the blacksmith knight,
oh and a new element called Embosite, black like titanium but with green techno patterns through it I would love to see somthing like that,
please reply if you see this.
sincerely C.D.
Hey CryoDaggerPlayzOffical
Love your suggestions, unfortunately, I don't intend on implementing combat for the blacksmith. Although, I can't make a promise that i'll implement it but neither will I say it's completely off the table. Rather, I do feel strongly in the blacksmith playing a supportive role. I'll reveal more when the time comes. For now, hopefully you are still enjoying the game.
Thank you for your suggestions!!
Wonderful lovely beautiful game, good work. I would recommend having a deep backstory and different types of items - as well as this I think it would be awesome if you had specific orders for a very specific weapon type. For example: "I would like a copper sword, variant 2 with a fancy one hand grip. I would love to see that. But anyway, love the game! Keep up the good work!
I love the game so far, great job !
So my suggestions are based on a lot of upgrades for the shop like many suggested it already. The upgrades would be listed in the selling/ordering menu under upgrades. [ Ingots Grips Guards Upgrades]
Basicly you get in addition to XP also shop reputation points based on the selling price. Your reputation will unlock shop upgrades and attract more costumers. You might even consider implement modifier on weapons based on your blacksmithing skill. The general modifier names like Basic, Masterful, Legendary would be good. They will modify the selling price of course.
First unlocked upgrades for the shop would be storages. You would be able to upgrade the yard with a ingot stacking storage. They will snap on each other like the ingots do with the anvil. Placing ordered chests with ingots on that area and destroying the chest will even automaticlly stack the ingots. The stacks could look like reallife gold stacks in banks.
Upgrades-> Ingot storage -> Copper Ingot (50)
Tin Ingot (500)
Irong Ingot (5000)
....
each ore type has increased (balanced price)
The next unlocked upgrade would change the upper shelves in the store to snapping shelves for one hand and two hand guards. same with one hand and two hand grips (work with fancy ones too). They will hold 10 of each.
Upgrades -> shelves -> One hand Guard
Two hand Guard
one hand grip
two hand grip
pole arm grip
Next upgrade would be in the yard sword/hammer head storage racks. they can store 5 of each the style does not matter. Of course snap on. dagger, small blade, large blade, small hammerhead, large hammerhead all nicely stored.
The next suggested upgrade would be a hireling/assistant. He or she will cost daily no matter if you even sell something.
if you give him/her a hammerhead/bladehead he/she will start replicating it in style and in ore if you have the ingot storage and the racks for the finished product.
the next upgrade would be the in front counter displays made functional. they will snap on your specific type weapon and hold it. If a costumer comes buy and wants to order an already displayed one he or she will immediatly get it and your bonus time will be just one second.
Later you would be able to upgrade the displays holding 3 and holding 5 of each kind.
--------------------
These were my upgrade the store suggestions that will reduce flying or stuck items and make the store look organized.
other ideas were given you by some people with allowing higher tier of items : altars (f.e.magic weapons)
it can be combined with my idea of upgrading/reputation system
Some other suggestions here:
1. make a ingame handbook snapped in one of the shelves that can be browsed through with mouse wheel, it will contain your level, your reputation if you do implement that, the chance of higher modifier being made if you do implement that, and of course all your sheets and tutorial advisements you find on the walls and the little papers there.
2. maybe make the furnance use up fuel, higher ore need more pricey fuel, fuel may increase modifier chance?
f.e. wood, coal, fire essence, soul fragments
3. maybe get later ingame bulk orders by kings(via mail) 10 small swords please! you have to put them in a special delivered crate. order time is increased of course
4. maybe craft unique and one time items/upgrades for the player - one ingot ->hammer head->blacksmith hammer
the higher tier the hammer the faster/higher chance for better modifier
hope you can see just even one of my suggestion as useful. Keep the good work up!!