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A jam submission

EtherwestView game page

Like Recettear and Moonlighter.
Submitted by Wierdox — 2 days, 22 hours before the deadline
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Etherwest's itch.io page

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Comments

Submitted(+1)

Everything implemented right now is very basic, but mechanically solid.

Sometimes while serving customers I'll interrupt their dialogue and it'll repeat twice or more when I press interact more than once. 

Other than that, I'd like to see where this goes!

Submitted(+1)

I recorded playing games with commentary, and your game is one of them.

Here's the link to the whole DD50 folder:

https://mega.nz/folder/GclCXISL#gwE9S1kRTbe6amYLH2RiYA

I think I pretty much did the same thing as last time, but in 3D!

Developer

Thanks, much appreciated. Hopefully there will be more to do next time.

Submitted(+1)

I can see where this is headed and I'm sure it'll end up being fun,
especially if you lean hard on the wild west flavor.

I would probably disable collisions between patrons since it seems to cause frequent issues.

It's a promising game for sure but it's a bit early to give concrete feedback on anything important.

Developer

Thanks for giving it a shot, hope it can be more like a game by the next time I share it

Submitted(+1)

Restocking seems fine, though seems like I can't switch category tabs. I also can't place products on that one spot. The controls for moving stuff around are fine, but I can imagine that doing all that with a mouse would be even better.

Serving customers is somewhat confusing. The dialogue is often interrupted out of nowhere (either by autoclosing the shop or some kind of haggle timeout failure) and the top right controls descriptions keep showing the dialogue labels.

Developer

If I remember right categories are switched by TAB or Q/E on keyboard, L/R or RL/RT on controller. I didn't mention it since it isn't nescessary for this demo. If you mean the spot by the register, yeah that's a special spot that isn't fully implemented. I have considered adding mouse support, but I'm targeting controller first.

Customers have a patience bar, and when that empties they'll leave you. Though they probably shouldn't drain patience while the dialogue is coming out, I'll change that. Not sure what you mean by dialogue labels for the control hints. Did it get stuck on that once leaving the interaction window? thought I covered all my bases on that

Submitted(+1)

Cute music. I had a mini panic attack when a ton of customers came in for the first time, but after learning the controls and menus a bit better I got in the groove of things. It's a cute little game, but I don't have a whole lot of feedback to give just yet. I loved Recettear so I'll be keeping an eye on this, and I hope to see another submission for next demon day.

Developer

Thanks for playing, hope I can make a lot more progress next time since I wasted a bunch of time with some unfun  backend stuff. 

Submitted(+1)

Its great that it immediately adjusts Inputs to the Controllertype I'm using. Music is relaxing, but I could see it getting a bit obnoxious if going for multiple Hours. Probably not that much of an Issue since it'd be broken up by Dungeoneering music or whatever I guess. Also doesn't sound very western-y.

Character moves a bit too fast for the Animation, sliding across the Floor.

Sweeping is nice, Buying/Selling UI is still extremely placeholder, but much clearer then last Time.

Quickstack transfer doesn't work if you don't move the Cursor somewhere first, so not on default selected stack unless you move it back and forth.

Counter next to the green Block doesn't work, or at least not for Godot Symbols. Nobody's selling anything but Godot, so I can't really test it with other Stuff.

People can also sell whats already sold out, sold a bunch of Pies when they got sold out.

Peoples like to run into each other causing jittering and pathfinding issues for them, but they seem to always get back out and never stuck.

People can come in right before the Time runs out, go to the counter for half a second and then leave.

Why does that Guys Pal not need Godot anymore, did he move on?

If you bind your Animation to the Velocity strength, rather then the Input strength, you don't get a walking animation when running into a Wall, assuming you want that.

The Bibles in the bottom left Corner are unreachable and thus unpurchaseable.

When the Shop is nearly empty, People can come and try to buy stuff without having anything selected, causing them to block the Counter, and once interacted with, just leave instead of opening any buying.

Nobody is buying Underwear. And Encasing the Tables no longer encases them, but just opens interaction. Do they need to be full to be able to be encased?

If you're keeping the Walls that high, consider fading the Backwalls, or tilting the Cameraposition upwards when getting close to them, so you can see the Floor and yourself, in case theres Tables or Dirt there etc.

Overall, I really like the Idea of having to actually take care of the Shop, sweeping the Floor, being able to not always be stuck behind the Counter during Customertime, potentially watering Flowers or helping Customers find something or whatever, feels much more alive then just being stuck there.

Developer

Thanks for the playing and the feedback, I hope to address most if not all of these issues by next time. 

>Music is relaxing, but I could see it getting a bit obnoxious if going for multiple Hours. [...] Also doesn't sound very western-y.

Yeah I whipped it up quickly so it wouldn't be full silence, it needs to be more western-y like you say and to have different variations so it doesn't get old too quickly.

>Quickstack transfer doesn't work if you don't move the Cursor somewhere first, so not on default selected stack unless you move it back and forth.

This is concerning, thanks for finding this bug that I somehow missed. I'll try to fix it soon.

>Counter next to the green Block doesn't work

I should of gotten rid of that, it's for a system that isn't implemented yet. Yeah that's intentional for the time being.

>People can also sell whats already sold out, sold a bunch of Pies when they got sold out.

That's weird, no clue how that could happen. 

>Why does that Guys Pal not need Godot anymore, did he move on?

I think he moved to greener pastures, like Unity or Unreal Engine.

>If you bind your Animation to the Velocity strength, rather then the Input strength, you don't get a walking animation when running into a Wall, assuming you want that.

Thanks for the tip. It seems I'll have to do some research into 3D animation, I'm considering adding turning animations so it's a bit more immersive.

>When the Shop is nearly empty, People can come and try to buy stuff without having anything selected

Yeah this is caused by a last minute edit I made so you wouldn't get stuck like last time with that situation. It's hacky so I'll fix that.

>And Encasing the Tables no longer encases them, but just opens interaction.

Weird, I'll look into what's happening there. Sounds like some case of overlapping logic happening. 

>If you're keeping the Walls that high, consider fading the Backwalls, or tilting the Cameraposition upwards when getting close to them

Didin't have time to address this for DD, I'll probably go with fading walls. However, that other idea of changing the camera angle sounds interesting, I'll look into it.

>Overall, I really like the Idea of having to actually take care of the Shop

Good to hear, I wanted to go with that vibe for the gameplay, hopefully it will mesh well once fully implemented. 

(+1)

I didn’t understand how to play this game at all last demo day but now it really feels like it’s coming together. The main character is cute. The customers are terrifying.

Sweeping is very satisfying. Looking forward to more.

More progress I mean. Not more sweeping (though I do like the sweeping.)

Developer

Thanks for playing, good to know I made it easier to understand this time around