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If only Fiverr was that profitable, haha!

Lovely and colorful use of the art kit. Surprisingly intense story. Satisfying gameplay loop. Ambitiously designed bargaining system. Wish it had been more rewarding to memorize which items gave which attributes. The random variations of items made it difficult to make informed decisions on what to get (Stylish in particular seemed completely reliant on rolling gold-plated variants of items). It also did not seem to be consistently rewarding to successfully match a customer's request. It seems matching the request is supposed to increase the bargaining success rate, but sometimes it did not seem to do so. I played three quarters of the game through before realizing I could reject customers with escape. Not that it seemed useful to ever do so because of the "Cannot Sell" modifier (I'm not sure exactly what it does, but it seemed bad). The game balance was very interesting, I really liked the concept of XP being the primary goal rather than money, so you were fine with making money quite difficult to get through actual sales and really easy to get by exchanging XP and thus your progression. I'm impressed by how fully fleshed out this concept was. I'm excited to see what you come up with next!

Wow, thank you very much for your thorough analysis and feedback. It makes me really excited and motivated to know, that someone put a lot of thought into it. Yeah! Check what is character saying when he does fiverr, it's meant for joke :) 

I agree it would be much better to capitalize more on item types. I'll try to explain how I thought the basis game loop may work: So at low levels, you have to think if you lose more money and buy expensive stuff, I will level faster because one part of experience equation, but you will probably have to invest some points to Fiverr gigs to compensate our money lost. On the other way, you can start selling cheap items and lost none or minimal amount of money, so you can invest points into attributes. 

The reason why attributes sometimes seemed to not work is, that bargain chances are composed of two parts. The first one is how well you fulfill customer requests. The second one is computed from the difference between your attributes and customer attributes. My game doesn't communicate that in any way, so it would be much better to show customer attributes as well as his preferences. I consider this a design flaw.

How to best capitalize on customer preferences - if you cannot know what scores have the items you are buing from suppliers? One thing is that usefull and style points mostly go from type of item and age and luxury highly corelate with price. Yet, it's not 100% true. So the other way around is to buy anough showcases that you can hold to big inventory and have stuff to offer in every category. Things that doesn't fit that can be then sold to customers with no preferences.