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

In the first screen, I thought the inventory bag was a different color from everything else because it was interactable, but other interactable things were the same grey as the background. Separating interactable from non-interactables visually, or having a function to highlight everything interactable, would probably be a good idea.

When looking for a small job, I'd like to have some feedback on when it'll end? Or tell me in advance how much time I'll spend searching.

You can't actually talk to Melia despite the tool tip? Aw.

I thought the store just wasn't implemented until I saw SPECXHTs comment. It worked the second time I tried going there; I imagine it was because it has opening hours? Make sure to tell the player why stuff isn't working, whether it's because they lack materials or energy or the location is closed; perhaps especially in such early prototypes as this, they might just assume it's not implemented amd ignore it. I can't figure out why I can't eat the food I've got.

Also you'll probably want an AM/PM differentiation or a 24-hour clock. I'm not sure if the moon/sun is supposed to denote AM or PM, but they're so similar-looking I didn't notice they were different for a long time. 

When entering a number to sleep instead of dragging the slider, the prediction should ideally update whenever a number is entered or when I click outside the entry field, rather than only when I press enter or select the other entry field. Same thing for waiting.

Drinking soda didn't decrease the soda count right. It didn't count down the first time I drank one and when the count got to 1, it treated it as zero. I wanted to see if the same thing happened with food, but I couldn't figure out what I needed to do before it would let me eat.