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yep, sure. I felt that the process of deciding which items to craft was a bit straightforward: you craft the most expensive item in the shop that you can craft, then you move to the second most expensive, and so on. At least that's what I found myself doing, but on second thoughts it might be because I didn't really focus on optimizing a particular resource when picking cards at the day's end

Ah, that makes sense. That is probably because we went for an easy difficulty for the Jam, so the decisions have as much of an impact. Also, the customer system was designed to be slightly different, but with the time constraint, and having 2/3rds of the programmer leave midway through without contributing, thankfully we had one join on the last day to get it over the finish line, we had to cut a lot of polish and features.

Oof, that sounds rough. It's definitely an ambitious concept, I'm glad you were able to finish the game despite the setbacks. Again, looks great!