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I think I finished the current update. I thought it was great. All the quests are marked as complete and Scout has 200 on both affinity and interest, Ellie is at 100 for both, and I'm guessing the Dryad doesn't have events beyond getting her in the greenhouse. I'm guessing that is the end of their content for now.

The new events with Scout were interesting. I guessed at her identity earlier and it was nice to see confirmation for that and some more backstory to her purpose in the Ashlands. I think the trading of patrol notes for monster materials is a nice change. I had save scummed in the previous version to see how impactful the final keg upgrades would be, but this is a lot better then relying on rng for drops. It also makes enchantments feel more accessible which was something I didn't bother checking out in previous builds.

Ellie seems like she will be fun to get to know. Her intro event was great. I'm excited to see what she'll uncover in the tower, if she ever stops getting distracted.

I like the idea of the skill trees for each major inn upgrade. The event system is also nice, I kept forgetting to chat with Scout in the cellar in the previous versions, so having an event at night to visit her is easier for me to remember to do.

Buying multiple from the supply merchant is nice. I think being able to toggle how much you can buy would be nice, but it wasn't a huge issue as I had more than enough money at that point that I didn't care about going over the maximum.

This might be more of a me thing, but it would be nice to see how much of an item I have in other shops, without having to open up the inventory. At least in early game, I always open up a shop, forget how much I need, open the inventory, close the inventory, which also closes the shop, then reopen the shop. Being able to see how many gifts I currently have while at the gift merchant, or how many teas I have while at the tea merchant would be nice.  This also doesn't matter much once money becomes a non-issue, but early game it would be nice. 


I only encountered a few minor bugs after updating to 1.01.

When selling a keg, the button changes to say buy instead of sell after selling 1 keg.

When doing experiments in the tower, using a reagent or spell component for the first time won't show the number decrease in the interface. Using it again will show it decrease by 1, but the number is still tracked properly. Switching between the two updated the other one properly. If you use a reagent and leave the tower, the number remains bugged on the main interface until you visit the tower experiment tab, or do something else that will update the number. 

Last thing,  when accepting customers for the night, if you run out of food and then visit the greenhouse to harvest some crops, you are still unable to accept them despite now having enough food. 

Anyways, thanks again for the update and quick work you do. I look forward to seeing more.

Yup, sounds like you're about at the end of what's there. 

Showing your current inventory while browsing the shop seems so obvious, I'll add that in the next update. Thanks for the suggestion.

 A toggle for the merchant amounts may show up in one way or another - but as the fall kind of gets fleshed out, you'll see that the economy changes a little to provide a new resource management game. The intention is that the day-to-day of running the inn will evolve to stay interesting as time passes.

Thanks for the spotting those bugs, I've written them down and I'll try to get them squased in the next update.

Thanks for playing and leaving feedback, I appreciate it a great deal.