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(+2)

Very fun to scale up the store! It took me a bit to figure out I had to click the arrows to expand the store. I do like how you get “squared growth” of the area by expanding the whole length of wall at time – unexpected, but way more fun than linear growth.

It was unclear how much I was spending on auto-restocked supplies, and what actually brings more cats into the store (larger store, more cashiers, fully stocked shelves, not having crap lying around, or combination?)

And some of the restockers were just standing around, not sure if that is a bug or if they are taking their break (they have rights!!).

Overall, this was super fun to play. Would love to see a more fleshed out version with some rollercoaster tycoon-like situations to take care of (cats spilling stuff needing cleanup –> hire cleaners, getting into fights or theft –> hire guards, coupons / advertising). Still, very ambitious as is!

(1 edit) (+2)

Thank you so much for the detailed review!

I'd say we spent 90-95% of our time creating the simulation. This led to some of our game mechanics not being explained well (or at all).
Auto purchasing was initially a dirty fix for not having a UI to buy things from, and one of our devs got super used to it, so we added it to the purchasing menu. I'm personally still unsure if having it on by default is a good idea, but can't deny that it's a good QOL feature.

Also, THANK YOU on the rollercoaster idea. Our Artist, Nathan, gave us the sprites on Day 2 (for me anyway), and those types of situations came to my mind immediately. Glad I'm not the only one who thought about it, and it's something I'd love to work on in the future!

We're also working on a post jam update! A lot of these little things got fixed, added some explanations to game mechanics and generally polished the game further!