Interesting concept, I can see how you could add depth to increase players strategy.
Here are my points, mind you I don't think I've played similar games in the past:
- It's very personal but character and cutscene art is really a turn off for me, and it's the first thing you see. The cards and game presentation look much better;
- I didn't see any mention about the drag mechanic in the controls, still figured it out eventually;
- Clicking with the mouse to leave a dialogue doesn't feel intuitive, pressing E again should be supported;
- The customer request didn't seem clear to me at first, I wasn't sure if I was looking at the selected card from the list on the left or why it was greyed out, you could probably have used more of the stand, things feel a little crowded;
- There's no feedback letting you know if the haggle was successful, you can only tell by looking at the amount of money you have;
- There doesn't seem to be a way to back down from haggling too many times with the same customer. I clicked on the last option without reading it looks like it was an automatic request reject?
- Not sure if I just got lucky but all my haggles went through successfully;
- It'd be nice if the cards were sorted alphabetically, also if the rarity would show without having to click on them, you already have a color code in place, seems fairly simple to reuse it on the list of cards;
- I have no idea what sort of balancing you have in place, but after the bully took 20 of my money, I was left with very little money, and it felt like I needed to 1) get the required cards and 2) haggle hard if I wanted to survive;
- The overall goal of the game seems to be a little contradicting, you're doing all this to help your mom pay rent, but the only visible goal is to repay the loan shark;
- It'd be nice to have a list of cards, seems like one of the appeal for games like this is to collect and discover all the available cards;
- Feels like a missed opportunity to not try to sell a non requested available card to a customer, based on card similarity, but maybe that'd have been too complex to implement within the timeframe;
- I find the notion of end of day a bit misleading as I was first expecting there was something else to do, go back home or a different activity, but instead you just need to reopen the stand immediately after the day has ended;
- Might be interesting to let players buy cards from other kids as well, they could come and go in the playground which would help it feel less empty than it is now, or maybe there's a bigger boy to help you against the bully, just give him the right card and get your money back;
- The point about interacting unique kids in the description feels misleading as I got several repeats very fast, including the dialogue. Seems like the emphasis of the proposition should be on something else, like being a savvy card trader.
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