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(2 edits) (+1)

Presentation is top notch, the prettiest game I've played by now. It is well written, even though there is a bit too much text for me. I had to restart the first week because it took me a long time to understand when I was supposed to hit space. I understand that you didn't want to use more than one color, but it would have been cool to find another way to make the safe space of the bar stand out more.

I would replace the number of successes needed by the total number of attempts available this week and a number of accepted failures (like, "10 clients, 4 mistakes max"). This way, you can stop the week early, and avoid situations like the one I got into on the last week: I failed multiple times at the beginning, so even if I succeeded almost every time after that, I fell short by one success and lost the game. It was a bit disheartening...

Another thing that you might want to do, is add a tooltip on potions during the selling phase, repeating the text of the last phase. I don't feel like making the player remember all the potions is very interesting in terms of gameplay, and it might be way harder for some people than others with only the shape to remember potions by. In my opinion,  the text is cryptic enough that showing it again during the selling phase does not give to much clue as to who should get what.

It might seem like I'm picking on your game but I took the time to write all this because I really think it's very very good, the closest to a real release that I've seen.  You did an amazing job!

Thanks for trying out our game and for your input! We're more than happy for any constructive criticism you can give, cause it gives us some direction in ways to improve! 

The tooltip and limited failures are good ideas that I agree would help with the flow of the gameplay. We were initially planning to have a potion creation page as well as different endings depending on the success of the sales-  particularly to what type of customers - but we were short of time, unfortunately. It is my hope we will get back to it some time in the future. :)

I'd say that all your criticisms are on the money. I did most of the playtesting so Developer's bias certainly slipped into the difficulty. Tooltips are a great idea as well! I'll have to learn how to do those in Godot.