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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)

It's here https://mega.nz/folder/WQ91HBxL#X4-j8Mj7H30Ai3aevWFEmA

your video, and others too.

Developer (3 edits)

Finally got around to watching, thanks. Pretty entertaining at times. Really emphasizing just how confusing it is if you don't know Recettear, next time I'll make a better tutorial and make more information available to the player.

Submitted

Yeah, I imagine your targeted audience would be familiar with Recettear. I am not going to ask you to clear things up I was confused about in the video, so when your tutorials are done, I can test if I get them, or not. See you n future DDs.

Submitted(+1)

There's a lot more here compared to DD50, great progress!

Other than that, here are some things I've noted while playing:

  • Tables can be arranged in a way that blocks customers from physically accessing (walking to) merchandise they can purchase. Is this intentional?
  • Buyers still come into the store even if there's nothing to sell. They still go to the register to interact but just leave after interacting since there's nothing to sell.
  • If you give a bad price people just seem to take stuff with them without putting it back? Not sure if this is intentional?

Good job on all the improvements!

Developer(+1)

Thanks for playing! Table self blocking is intentional, it's moreso for the freedom to do it than for any benefit. Buyers coming in without any items for sale is something I know about and need to fix. They should 'drop' the item and it goes to your storage, I'll see if that's a bug. Speaking of that isn't a half bad idea, they physically drop the item and you have to pick it up... might be a good mechanic, I'll experiment later. Cheers.

Submitted(+1)

That's decent progress.

Decoration, moving furniture and adding new ones works nicely.

From the things that needs to be changed asap is customers buying multiple items should have a better transition between the items, as it's hard to tell whether the dialogue is ending or there's another item to haggle so it's easy to spam through with buttons. Being able to see item names everywhere you interact with them needs to be added too because it's not much work and it will be more descriptive than putting godot icons on sale.

Developer

Thanks, for giving it a shot. Transition between several items being sold/bought is something that slipped my mind, have to think about the best way to visualize it.  As for item names that definitely has to be done soon, as well as a way to view its details.

(+1)

excellent work! this is miles ahead of what i've played the last time, and i was pleasantly surprised seeing how much you added
the intro/tutorial works and i was able to orient myself pretty quickly. the base mechanics (buy/sell/clean) still work well and i encountered no issues there. being able to customize your shop was great, occulted wood chads stay winning.

i added an artifact that made a green circle appear, and was unsure what that was about

the idea of items becoming rarer and more common based on the day is clever, although it seems like what i was selling was not tied to the economy (unless this is a Bibble and Pie economy)

something that might be nice is that for cheap items (customer wanted to sell me a $2 thing), reducing the price should automatically go to lower fractions than a dollar by default, since changing it down to $1 is too low, but i don't want to start changing cents. it's a tricky and a bit spazzy complaint on my part, but what i would have wanted to see is that going down on the dollar amount would bring it down to 1.50 or 1.75 - so price changes should be more tied to the overall price of the item (perhaps a markup/down %) instead of whole dollar/cent amounts. i get that i can just move one unit to the left and edit the cent values, but that's one less move in a setting where speed might matter the more hectic the game gets (what if i have 5 customers waiting in line?)

either way, well done and excellent improvement. eager to see how this develops.

Developer

Thanks for giving it a playthrough and your thoughts, I appreciate it. The artifact has a description, though I don't blame you it's easy to miss in that garbage dump of a UI. The idea is that it counters the customer patience drain, but it in return you have to keep on activating it. 

it seems like what i was selling was not tied to the economy

What's sold is tied to the economy, it isn't very apparent since I haven't added the ability to view an item's details like what category it's in.

I'm not so sold on allowing a mode of selling with only markup, or being able to cut to a certain % markup automatically. Though I think a decent compromise would be to add button shortcuts to up or lower the cents by 25. 

Developer

There's a decent amount more here compared to last time. Only thing I want to mention is that I already know about how:

*Customers will freak and walk away if they can't find something to buy.
*There may or may not be texture weirdness above the player's head