Thanks for the high effort feedback, I really appreciate it. First off, I apologize for the poor state of the game; things set it back a bit but I'm hoping to really give it 110% to iron out the kinks and actually make it /fun/. Summed quotes below to be expedient, not trying to riff on you or anything.
why use controllers you pleb?
Because I like them!(and another game in my niche did this) But also because half of the game is an action top-down-shooter, not featured this time around. Oh, and in 2035 when I finally release on consoles it will be useful to have good UI for them.
tutorial???
Yeah it's bad right now. I keep putting it off but it's really important to get done since no one has a clue unless they played Recettear. Maybe I'll get off my ass and do it by next time, at least spell it out in text.
lack of clarity in trade; give me informed decisions!
Yeah I'm with you. It's kind of hard to grasp as is, but there will be lots of aspects available to the player to have an idea of how far they can push the envelope. Guess I'll summarize as it is in my head more or less: 1)There will be many customer types, and these customers will have different markup % ranges that shift as you get to know them. You can keep track of these changes and get a better idea of the range by editing the trade weights. 2)There will be moods for the customer, that will change behavior and/or price range. 3)The demand of items will be predictable/hinted at somewhat, I'm not sure to what degree though. ie newspaper articles, spying on rival's recent trade volume 4)Advertisement campaigns that could do several things, maybe including markup changes.|| Looking at all these, it's alright but maybe needs something more/different to really be good.
who is this game for?
It's a very specific niche, Recettear and Moonlighter players(they are still alive right?..), and the general 'shop sim' crowd. That said, the current pace is NOT what I want. It will be way more chilled out, especially in the beginning to ease people in. You do mention a good point, I kind of forgot about the 'comfy' demographic as I have made this game. I suppose a small portion of those people may be interested, especially when the graphics get there. I have thought about how it's probably gonna bite me(money wise) for doing the combat section of this game, I might be better off just doing a pure comfy econ sim game... but I'm gonna try it damnit.
audio quieting on alt tab
lol finally someone noticed, honestly I'm not sure if it was worth it, but it's there now.
ui navigation and design
Fair enough, and interesting idea with closing the menu as moving away. Might make that an option to enable, or even do that by default when in KB&M mode. One thing to consider is to switch to an entirely different UI that is more suited to mouse, but that's quite a bit of work. Or maybe there's a good compromise I am missing.
double devil table highlights and the wrong slot
Yeah, that thing really peeves me too. I've been putting it off, but it probably isn't that hard to fix.
lag spikes
Shader compilation, I decided against setting up the manual pre caching on load that is necessary for first launch. Will remedy that eventually.
music is listenable
Thanks, I made it myself, and this is the highest praise I have heard of it lmao.
summary
For visuals, it's almost all thanks to Rutbon, he's a great guy. Will try to live up to that quality and make this an awesome game, or at least one where I don't cringe. Hope to deliver a taste of that by the next DD I join. Once again, thanks for the honest feedback.