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(+1)

This is really good fun so far. I want to keep playing to find out whats going on with the shadowy guys and see where it goes.

The gameplay loop is quite fun and you can always add more obstacles and tasks as you go.

I like the scarcity of items making you be careful what you pick up and drop.

Maybe a water scarceness would work where when the barrel is empty you have to go press a water pump to fill it back up?

The only other suggestion I might have if you wanted something else you needed to keep in mind is maybe having multiple customers in sometime and having a countdown for how long until you serve them like you do with them waiting for the potion? Only vague ideas but I like what you have!

The graphics are cute and overall you did really well in the time limit especially as it includes a story and some cut scenes too.

(+1)

Thanks for leaving some feedback!

I like these ideas to flesh out the scarcity aspect. I wasn't sure about adding scarcity to the flasks or water initially as I didn't want to make too many things/overwhelm the player with mechanics and make it a game on micromanaging. I will, however, see how these fit in with stuff and experiment! 

I think multiple customers in the building could build on that (maybe I can use the other customers and make them request a flask or request some ingredients and they trade you an item for example?) 

I think right now I just need to experiment and see what feels fun so I can make the game as quality as I know it can be. Plus I want to flesh out the cutscenes!