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(+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!