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(+1)

This was hilarious! I only wish I could see what's on the shelves after they've been stocked.

But from the story to the barks of the local mafia you had me laughing more than once! Great job!

(1 edit)

This one issue was a serious design challenge for me.

The problem is, I didn't want to make stalling a good tactic, but neither did I want to make a ramping difficulty by making more characters appear, as due to the aesthetics, when a lot of indicators appear, the visual clarity is quite poor (definetely something I would work on once the games are unlocked for edits).

The reason why I didn't make an indicator on shelves was the fact that the player has to specifically pay attention to everything that happens on screen at once, even if there is no "hurry". I really wanted to avoid a fetch quest feeling :b

Thank you for the feedback, I may try to add some "shelf full" indicator to solve some clarity issues!