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(+1)

Thank you very much for that feedback, and for this much Praise as well! <3 Overall, I can only agree with all your criticism!

Reaching day 9 is definitely an achievement on it's own already - and the score is most impressive! (Touching back on your last point, I agree that the difficulty scaling gets really rough past day 6, and the balancing aspect was definitely something that came too short!)

I figured that a programmer would immediately be able to spot what is going on with the queue haha :D It's exactly what you think it is!

The wonky turnarounds from the customers to reach their target position are connected to me using the unity nav mesh for the pathfinding for the first time. Works great for the general purpose, but I still have some kinks to iron out there!

Also you figured correctly - the looking-around feature was implemented at the very start already, because the notebook and the water dispenser were supposed to be on the bottom of the shop, so you had to look down to reach them. I decided to move them up at the end though, so that new players can find them more easily, and reduced the zone where the camera-rotation for the looking around actually triggers so that it doesnt trigger when you move the mouse over to drink some water or to look into your notebook. It was tricky to balance, but I still wanted to keep the effect, because I felt being able to look after the customers leaving or looking around for where they are coming from adds some much needed immersion! I totally agree though, the current state of it really needs improvement!

Again, thank you very much - your feedback was very appreciated!! :)

(+1)

Ahh, the Unity Nav Mesh Agent.. Whenever I got some extra time at hand, I always implement my own solution of A* or smth alike, because it keeps doing weird things :D

Keep up the good work!