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Thanks for the playing and the feedback, I hope to address most if not all of these issues by next time. 

>Music is relaxing, but I could see it getting a bit obnoxious if going for multiple Hours. [...] Also doesn't sound very western-y.

Yeah I whipped it up quickly so it wouldn't be full silence, it needs to be more western-y like you say and to have different variations so it doesn't get old too quickly.

>Quickstack transfer doesn't work if you don't move the Cursor somewhere first, so not on default selected stack unless you move it back and forth.

This is concerning, thanks for finding this bug that I somehow missed. I'll try to fix it soon.

>Counter next to the green Block doesn't work

I should of gotten rid of that, it's for a system that isn't implemented yet. Yeah that's intentional for the time being.

>People can also sell whats already sold out, sold a bunch of Pies when they got sold out.

That's weird, no clue how that could happen. 

>Why does that Guys Pal not need Godot anymore, did he move on?

I think he moved to greener pastures, like Unity or Unreal Engine.

>If you bind your Animation to the Velocity strength, rather then the Input strength, you don't get a walking animation when running into a Wall, assuming you want that.

Thanks for the tip. It seems I'll have to do some research into 3D animation, I'm considering adding turning animations so it's a bit more immersive.

>When the Shop is nearly empty, People can come and try to buy stuff without having anything selected

Yeah this is caused by a last minute edit I made so you wouldn't get stuck like last time with that situation. It's hacky so I'll fix that.

>And Encasing the Tables no longer encases them, but just opens interaction.

Weird, I'll look into what's happening there. Sounds like some case of overlapping logic happening. 

>If you're keeping the Walls that high, consider fading the Backwalls, or tilting the Cameraposition upwards when getting close to them

Didin't have time to address this for DD, I'll probably go with fading walls. However, that other idea of changing the camera angle sounds interesting, I'll look into it.

>Overall, I really like the Idea of having to actually take care of the Shop

Good to hear, I wanted to go with that vibe for the gameplay, hopefully it will mesh well once fully implemented.