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!