Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Squeak Greek AntiqueView game page

antique tycoon / simulation game made for miz jam 1
Submitted by g82game (@g82game) — 3 hours, 7 minutes before the deadline
Add to collection

Play game

Squeak Greek Antique's itch.io page

Results

CriteriaRankScore*Raw Score
Creative use of art assets#124.3334.333
Overall polish#314.0834.083
Overall#343.9173.917
Engagement#2353.3333.333

Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted(+1)

I actually managed to make the game crash both times I played it, though I don't know how I did it.
Nonetheless, a very interesting game with a creative use of art-pack and some really nice music. I enjoyed it.

Developer

Ergh. I'm sorry for that. I finished the game twice with no issues, so I have no idea what might have happened. Anyway, I'm glad you enjoyed the game. 

Submitted

Well polished, really stylish, and with an interesting story. The stats on the objects felt a bit too random, and the gameplay maybe a bit too repetitive, but this is a pretty strong entry.

Developer

Thank you for the feedback! I really appreciate it. 

Submitted (1 edit) (+1)

If only Fiverr was that profitable, haha!

Lovely and colorful use of the art kit. Surprisingly intense story. Satisfying gameplay loop. Ambitiously designed bargaining system. Wish it had been more rewarding to memorize which items gave which attributes. The random variations of items made it difficult to make informed decisions on what to get (Stylish in particular seemed completely reliant on rolling gold-plated variants of items). It also did not seem to be consistently rewarding to successfully match a customer's request. It seems matching the request is supposed to increase the bargaining success rate, but sometimes it did not seem to do so. I played three quarters of the game through before realizing I could reject customers with escape. Not that it seemed useful to ever do so because of the "Cannot Sell" modifier (I'm not sure exactly what it does, but it seemed bad). The game balance was very interesting, I really liked the concept of XP being the primary goal rather than money, so you were fine with making money quite difficult to get through actual sales and really easy to get by exchanging XP and thus your progression. I'm impressed by how fully fleshed out this concept was. I'm excited to see what you come up with next!

Developer

Wow, thank you very much for your thorough analysis and feedback. It makes me really excited and motivated to know, that someone put a lot of thought into it. Yeah! Check what is character saying when he does fiverr, it's meant for joke :) 

I agree it would be much better to capitalize more on item types. I'll try to explain how I thought the basis game loop may work: So at low levels, you have to think if you lose more money and buy expensive stuff, I will level faster because one part of experience equation, but you will probably have to invest some points to Fiverr gigs to compensate our money lost. On the other way, you can start selling cheap items and lost none or minimal amount of money, so you can invest points into attributes. 

The reason why attributes sometimes seemed to not work is, that bargain chances are composed of two parts. The first one is how well you fulfill customer requests. The second one is computed from the difference between your attributes and customer attributes. My game doesn't communicate that in any way, so it would be much better to show customer attributes as well as his preferences. I consider this a design flaw.

How to best capitalize on customer preferences - if you cannot know what scores have the items you are buing from suppliers? One thing is that usefull and style points mostly go from type of item and age and luxury highly corelate with price. Yet, it's not 100% true. So the other way around is to buy anough showcases that you can hold to big inventory and have stuff to offer in every category. Things that doesn't fit that can be then sold to customers with no preferences.

Submitted

Hoi i love what you did with the art kit.

Haven't seen this twist on the kit for the gamejam. Props for that^^

There's definitively alot of content in this. 
I think there's potential for more development.

Sadly i'm not a fan of shop games, but i acknowledge the quality in it.

Good work!

Developer

Thanks for your feedback! I agree this genre is not for everyone, but I tried to make it more casual on the game side and focus more to tell a story.

Submitted(+1)

The Game is really fun and addictive. The sprites are really impressive and seem like they were made for the game and not the other way around.

there are also no bugs i noticed. But the speed of the character could be a bit higher.

Developer

Thanks for the great review! I'm really glad you liked it. I was experimenting with player speed for some time, so this felt fine. But it's true that for a longer session it might get tiresome.

Submitted(+1)

I was very surprised at how many features this game had for a 48 hour jam! Really well done.  A lot of small details that shine when put together! Like another comment stated, really cleaver use of the art pack.

Pros

-I like how the guy's head spins once in a while

-I like how instead of a menu, you have a radio for sound management

-Love the shop cover with transparency in front of the screen.

-Really cool construction of layered sprites with basic art assets (I see you with that Apple computer)

-A lot a lot of dialogue and backstory! Most games I played so far didn't have any backstory, especially with a different scene in the background.

-Art assets fit very well with the game theme.

Cons

-Some of the menu options had to be collided with again to get the other options, a bit of a minor inconvenience.

-I wish there was an initial guide to what differentiated "smart, dicker, bargain, and greek". Perhaps there is and I missed it.


Great job! Very apparent a lot of effort and diligence was put into this game :D 

Developer(+1)

Thanks for the great review. I agree the game needs more work to be polished and I'm glad you noticed many details there were put in! I have added some descriptions to the game page. Hopefully, that will help other players.

Submitted(+1)

This is an incredibly creative use of the art kit - I didn't realise that it was even a valid entry until I looked closer and saw all the little intricacies worked in. Well done!

Developer(+1)

Hey! Thank you!