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(+2)

Played through ti a few times. Very clever, but the paths didn't branch very much. Many times you're given a false sense of choice only to be forced to end up taking the path the game wants you to take. It seems like there should be multiple endings. Maybe a way for you to actually pay off your loans. Not entirely sure what upgrading the kitchen did. Not really sure how advertising helped either. I started paying hundreds and hundred of dollars for advertising expecting more customers, but it didn't seem to have much of an impact. Planets don't seem to pay a premium for the items they want. They'll generally just go with whatever is cheapest, so setting prices seemed sort of useless. In the post game I started getting to planets that wouldn't buy anything, but I didn't know why. I tried not working any weekends until I had plenty of supplies, but then I was already dangerously exhausted. Wasn't sure what crew moral did or how it changed from week to week.

(+4)

It's a good sign when folks play and wish there was even more game - branching paths, multiple endings, pickier customers with more complex habits. I agree, I think this one could go bigger and offer dedicated players more challenge and opportunity. A small update coming at the end of the month addresses a couple ambiguities you mentioned, but rescoping the game for more content isn't possible; ZZT is already bursting at the seams holding the current game. Still it's very cool to think about. Whatever I end up making next, I'll try to leave myself some room at the end to add more content later. (Or pick an engine that can handle more than 63.5kb at the same time lol)