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Here's some suggestions I thought up while playing your game [BTW it was pretty gewd]

+Have costumers ask for a certain material [Which you could use a list to control what they buy such as you can make it so you are only selling pikes, or hammers of a certain material]

+Day shouldn't go by if the shop is closed unless a customer is inside the shop

+Add a bit more time between customers so players can take a breather

+The ability to set prices on items [If the price is 20 above cost price customers wont buy]

+Have people order things and pick them up at certain times [Set time by using a board]

+The option to expand and upgrade your shop [Two anvils, faster furnace, etc]

+An easier to use item system [You pick it up into a slot and can place/rotate it when putting it down]

+Better DOF

That's about it, I'd love to see some of these implemented. Thanks for reading!

I had a few more things I wanted to say, but I didn't come up with them until I read some of the comments...

+Third person

+Decor upgrades [More decor = more impress customers, decor could be windows, or a plant, maybe a bench or a sign, etc]

+A skill which allows you to carry multiple things at once [Heaving lifting]

+More weapons like war axe, throwing stars, bows [using a bending machine purchased in the shop upgrades]

+To do list

+Smaller ingots

+Industrial furnace [Has a more flat surface and heats things up faster, purchasable in shop upgrades and adds decor]

+Ingot price adjustment

+The ability to make siege weapons

Excellent idea to be able to hold more items as a character upgrade (one extra item per upgrade, let's say max 3 or 4). Check out how Hello Neighbor handles carrying multiple items without the need for a separate inventory screen. I feel like that system could work well with this game.