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(2 edits)

Hey I appreciate the feedback very much as spent a lot of time experimenting with the theme alone!

We actually cut the song length in the tutorial level just because we played it so many times! Thanks for the specific feedback here. Other players mentioned a feature request of a “speed up to day end” function so we have been playing around with that concept to hopefully strike a better balance for those especially not playing for the first time.

The crimometer and the macro level difficulty seems to be something the players are having a hard time to grasp. The games difficulty is tweaked to be initially difficult to try to force you into intentionally making let’s say “less than perfect decisions” to protect your income. I think ultimately we ran out of time to finish some of the player intervention and really flesh out the decision making in between days to properly balance this and make it more clear - For now we’re keeping it closer to the puzzle game protoype we have pivoted into but I’m sure needs some more tweaks to make it work better for this version of the game - but we are currently looking to adjust the difficulty and score screen to be more reflective of current player performance!

In regard to the machine colours, the displays actually came out of one of our test level examples, we wanted to experiment with different levels of difficulty through visibility (and even our original prototype had no display at initial conception). TL:DR I also think it does seem to make more sense in that way (green for win) in retrospect so we may flip these!

 (Apologies for the particular delay in my response but we appreciate how much feedback you have given and so I wanted to address your comments in full !)