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Suggestion Box Sticky

A topic by Dasius created Jan 19, 2017 Views: 74,594 Replies: 1,111
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If anyone wants to check out interesting customer interaction in a video game, please play Dragon Quest IV (aka Dragon Warrior 4) on the original Nintendo. Chapter 3 focuses on a merchant named Taloon. As Taloon, you go out and get items by fighting monsters, which are the items that stock your shop. Then you stand behind the counter while people come in and browse what you currently have to offer. Sometimes they'll offer you extra money for an item, sometimes they'll offer less (and you can always deny their purchase). Some people will come in, view your items for sale, decide you have nothing they want and leave. It might be interesting in MLBS if sometimes the customers weren't requesting something, but just came to browse through what you already have in stock.

Here's a guide on GameFAQs.com that details some of the gameplay mechanics: https://www.gamefaqs.com/nes/563409-dragon-warrior-iv/faqs/21473

I am suggesting to add magical weapons. Like wooden staffs, staffs with crystal at the tip etc.

Hi! I got a suggestion. It would be really cool if you could make armour and shields. And if you could add some sort of co-op feature. What i mean by the co-op feature is that maybe 1 or 2 friends could join and have their own shop on the other side of the road or something. Maybe it would be cool if you could purchase material to expand you shop with better ovens, more shelves, mannequins, better hammers and other equipment to use. Maybe add some co-workers as well? They would have to cost a bit of money though. Adding different stores to choose from, let's say you want to make armour, so you get an armour and shield shop. It would be so amazing!

I love this game so much and i really want to see you guys succeed!

Here's some suggestions I thought up while playing your game [BTW it was pretty gewd]

+Have costumers ask for a certain material [Which you could use a list to control what they buy such as you can make it so you are only selling pikes, or hammers of a certain material]

+Day shouldn't go by if the shop is closed unless a customer is inside the shop

+Add a bit more time between customers so players can take a breather

+The ability to set prices on items [If the price is 20 above cost price customers wont buy]

+Have people order things and pick them up at certain times [Set time by using a board]

+The option to expand and upgrade your shop [Two anvils, faster furnace, etc]

+An easier to use item system [You pick it up into a slot and can place/rotate it when putting it down]

+Better DOF

That's about it, I'd love to see some of these implemented. Thanks for reading!

I had a few more things I wanted to say, but I didn't come up with them until I read some of the comments...

+Third person

+Decor upgrades [More decor = more impress customers, decor could be windows, or a plant, maybe a bench or a sign, etc]

+A skill which allows you to carry multiple things at once [Heaving lifting]

+More weapons like war axe, throwing stars, bows [using a bending machine purchased in the shop upgrades]

+To do list

+Smaller ingots

+Industrial furnace [Has a more flat surface and heats things up faster, purchasable in shop upgrades and adds decor]

+Ingot price adjustment

+The ability to make siege weapons

Excellent idea to be able to hold more items as a character upgrade (one extra item per upgrade, let's say max 3 or 4). Check out how Hello Neighbor handles carrying multiple items without the need for a separate inventory screen. I feel like that system could work well with this game.

Everyone seems excited for the possibility of forging new item types. While I agree that the item selection is currently limited, it also fits well with a game still in development. I'd suggest focusing more on the core mechanisms such as customer interaction, facilitating ease of ordering and fabricating items, and how your shop/character develop or upgrade as you play. More item types won't add much to the play time or experience currently. They'll just make it harder to create a stock of prepared items. Of course, adding items will be a necessary part of polishing the game before release. Keep up the good work, Dasius!

Some other ideas

+Conversations [Make conversation dialog with customers to improve price, waiting time, or just for some friendly chatter]

+Make customer archetypes such as a browser, questions asker, time waster, early shopper, pateint, etc

+Have multiple customers in a line up

+Customers having certain quality expectations [Such as one that wants a fancy handle or fancy blade]

+Have a hammer system that using QTE, or something like that. [Look at the papa Louie series of shop sims, or jack smiths hammer system.]

+Customer emotions [Angry when quality is bad, happy when made right or fast, upset when order denied]

+A shop rating system [The more happy your customers are, the more people will pay and more customers]

+A door ringer [Purchased in shop upgrades, would allow you to hear customers walking in while you are restocking or smelting ingots]

+Night time shoppers [Shoppers who will pay a little more, but only come at night, making sleeping not as forced as it is]

+Fatigue [The larger weapons you make the more tired you are, being more tired makes production of weaponry slower making customers upset that weapons are taking longer.]

+Passing out [Staying up too late will make you pass out, loosing daylight hours the next day]

+The ability to deny orders [I don't want to wait 120 seconds before they leave ;-;]

What about adding a clock, could be an actual clock on the wall to add immersion or a simple timer clock at the bottom/top right/left so that you know how much time theres left so you don't get confused wheter or not the day is over.

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Hi there, I have a few suggestions for small Quality of Life improvements which I'll list first and some more ambitious upgrade features which I'll list later.

Quality of Life Improvements:

  • On the anvil, LMB alone should cycle through designs for ONE type of weapon (blades or hammers) while you can switch weapon types quickly with Shift or Ctrl + LMB so that each hammer doesn't require cycling through blades first.
  • On the anvil, all designs for 2 ingot blades should appear in the same orientation when produced. Presently, the first 2-ingot blade is 90 degrees rotated and all the other designs are consistent with each other.
  • Include specific stats on the "P" character level up screen regarding current bonuses from each skill and the increase that one point would give in each skill.
  • Either force polearm grips to be a separate order if any other item is in the "shopping cart" already or sort out a solution for 2+ polearm grips flinging delivery contents all over.
More ambitious features:
  • Allow 3 ingots to be hammered into a block of that metal which can be sold back to the shop at a 33% loss (so you can sacrifice 1 ingot's worth to gain 2 fresh ingots from what might have been a greatsword blade/greathammer hammer)
  • Allow for nearly every part of the shop to be upgraded, from the furnace (size/side-guards/speed?) to shelf size/number, to workbench size/utility (maybe high level work benches can disassemble like an anvil?) to the actual size of the shop so more customers can queue and more shelves/racks can be included. Decorations/attractions outside or fancier display cases would be great too.
  • Economy: Different weapons/metals should be more/less valuable to customers on different days. Perhaps these fluctuations could be multiple day-long trends which affect the purchase price for ingots (with a few days' lag).
  • Multiple item orders placed ahead of time. This is similar to a feature I love in Recettear, where a customer comes in, says they want a specific weapon/item in a specific number of days and you can accept/reject the offer. This would offer a relief from the total random chaos that is in the game now.
  • Similar to the point above, have customers come in with a weapon they bought at the shop previously and they request the same weapon of a higher quality metal.
  • Option to restart or skip a day (pop up menu upon clicking the bed?), especially in the alpha state due to game-breaking bugs that force you to wait out the whole day due to a stuck customer or restart a save file due to some bug.
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hey i have 1 idea you can do a coop game with 1 armour shop and a weapon shop and in the final of the day the money will be divided with the 2 players sorry my english isnt very good

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Multiplayer.

I really like this game, but I feel a little lonely and sometimes can't make the weapon in time, if there will be a multiplayer, I got a few suggestion:

PVP: player have to make the weapon that the system want in time, if one of the player lost a customer, then he/she is the loser.

PVE: players have to work together.

I would really want to see multiplayer will be added into the game! :D love your game bro.

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Hi Dasius. Amazing game! Iv already payed for it once but i feel like i should give you more for it (i probably will).

Idea 1


Anyways, i was playing the game and i was thinking that the house i live in seems a small house. I need breathing room, a room for my forge and items a room for living in (like a living room) a kitchen, and maybe a attic for storing older weapons i made but never use. I mean i have all this money i should be able to buy upgrades for my house. Upgrades for the players house would be so cool. Although i do see some problems and troubles with this idea when i comes to upgrading the house. Another idea im getting as im writing this is maybe the player could place where his forge and work bench goes.

Idea 2


The game seems to lack action. I know the game is focused around being a blacksmith but maybe the maybe there could be events outside like people getting into fights and possibly little wars in the distance (where the player cant go to). Also if there is one war in the background there could be a higher demand for weapons giving the player more money the next day for and weapons he makes for people.

idea 3


The game could have some story to it! Well... not in the way your probably thinking. The customers could chat with you while your working. Tell the player more about themselves maybe some rumors about the area you live in, gossip about people and other stuff like that.


also hay. i have a lot more ideas for the game. If you want to hear more you can email me at noahbresee@gmail.com
(3 edits) (+1)

This game is really cool so far! What I would suggest is the ability to make your shop better. As an example, your shop could start out with dirt floors and a small, not as nice area. Like a makeshift forge, and a dingy counter and shelves. I think it would be great if you could, for example, change your dirt floor to wood, along with expanding the shop, making a better forge, a better counter, and more and nicer shelves. I also think it would be cool if you could go into a grid mode and put shelves where you want. I generally think customization will be a good addition. (given that the customization isn't too hard to do) And, with moving shelves, (and possibly other things) you could switch between modes of it snapping into place, and when you can move it freely. I think that it should be pretty expensive for any upgrades in the shop, to make each upgrade seem more significant. With the floors, it would be cool to have different types of wood, (like oak, birch, and mahogany) and different types of stone floor options. (granite, cobblestone, etc.)

These are a few of my ideas, thanks for reading them 🙂

P.S. I also think it would be cool to have events going on outside your shop, like two "people" getting into a fight, and having the "people" interact with each other. It would be awesome to be able to move your shop to different locations, like in the mountains or the forest. It would also be cool to have multiple races, like elves and dwarves (races might not work well) One final idea is to add wildlife that you could see going by your shop, or interacting with other A.I.

Thanks again 🙃

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Customizing the shop layout to fit your own work style with would be awesome. I've noticed that Dasius and I have very different organization methods. Hopefully the implementation of this idea is feasible given that he's working alone on this project.

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1. Multiplayer - for the competitive players:

  • Few people per town.
  • Compete against each other for the title of the best blacksmith.
  • The shop that sell the best weapons for the smallest amount of time gets the most customers.
  • Try earn the most money.

2. Shields & Armour.

3. Fancy pole arm.

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I posted almost the same post as you did but only 2 days before you lol

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I love this game it gives me pretty much what I want in a blacksmith game. I love as well I can custom make spears with a great blade and a hand guard. Other then more stuff to craft the only ideas i can give are in stead of right click and hold it is right click and you hold it in your hand then right click puts it where your curser is pointing (so you can hold more then one of that item as well i think about 3 would be the max but str would give you more carry. Maybe +1 every 5 levels.) and sell bins. Like after you make the item you could right click it (if you add that.) into a selling bin that is one for each or a bin that just holds all and if the item is in there they will "see" it and buy it. You could even have it set up so at start it holds 2 or 3 of each and every 2 levels in agi will give you more slots. or both of these can have their own stats. And letting us pick what we want to sell. Like if right now we can only sell daggers or want to sell only swords we can X out the other stuff and no one will come in asking for the things you X out. (I get into a spot a lot I put a ton of money into a dagger that no one wants to buy and can not make anything else.) The only other idea I can think of is a weapon rack where if we make a weapon we really like the look of we can have it as display.


just thought of this. item bins that let you put in bars handles and so on.

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MOre of a technical suggestion
For rotating things try to use one jkey per one axis

For example "ALT" Key For x Axis

"Ctrl" for y axis

and "shift" For z Axis

This would be fantastic

Remember to Check New content From 0.0.7 Version BEFORE posting a new suggestion here

i'm a bit late with that tough lol

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Might want to change the pictures in the preview for the game since the actual layout and gameplay has changed since the last update?

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Dasius, does the game update by itself or not

PS you should really put this game on steam

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Hey Dasius. In first this game is really great, and really fun. Thanks for this game ^-^ and what about letting NPCs have pets ? And letting us to make some small accesories, like collars for dogs (or wolves) or some bags for bigger animals like bears etc... i think that would be really nice :) ^-^

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Great idea for pets! I think it would be cool if there were bandits that would try to raid your shop, (both at night and day) and you could get a wolf that would protect your shop.

It's so cool when a developer asks for ideas and listens. It really makes me feel like a part of the community

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