Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

I think this is a strong foundational concept that could eventually become a really good time-killer type of mobile game. I found myself trying to game the system by seeing if the patrons had fixed preferences, haha. I was convinced for a few games that the woman just really hated salad, but then she switched it up!

(+1)

They are randomized, but because I lacked the time to design a mechanism that would prevent impossible-to-win combinations, I had to have one parameter fixed (by a SerializeField bool) instead of randomized as I had originally planned. Basically, each patron will either: want/not want [random item]. I experimented a bit on how best to randomize the want/don't want parameter, because it can significantly affect difficulty, but found that the best balance (not too easy but not too many impossible games) was with having only one character be of the "wants" type and the two other ones are "does not want" characters! You can figure out which one out of the three always wants something specific, shouldn't be too hard now knowing this is the case. Once I can modify the game again though I'd really like to find a way to prevent impossible matches, I'm obsessed with this!