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(+1)

Nice take on the theme. I really like these games that don't take the more obvious route of you're now the villain (don't mind that I did just that). It's a bit addicting, and I would add random events to spice things up. Imagine there´s a raid and a mob of people enter the shop, and you have to give them what they need before they start looting your stock or something.

Good game

(+1)

Thank you :D

In the concept phase, I wanted the ordering to be based on hints given about what is going to happen the next day, like "The Warriors Guild just got a bunch of new recruits" or something along those lines. But, I think your idea of random events is better, actually. They would probably be easier to implement (although, I am often wrong about that) and could vary the visual staleness.

(+1)

You can work with both. A little touch I'd like is if your supplier maybe modifies their prices based on how much you buy their items. So if you buy 10 warrior sets, the next day it's raised in value. But those are details and polish that the jam gets in the way of. Good luck going forward