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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!