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Thanks for the submission! It was fun to gather ingredients and create the weapons. As GoodGuyGames said, I think having to wait for the fadeout in between screens took a while (so maybe just a faster tween?).

I also wondered about whether one could fail in this game (it seems like the lowest price still made money), so I never really felt like I needed to make tradeoffs (there were always other customers just a click away). Maybe adding some time limit or some other forcing function to make sure the player is always making progress and interesting decisions.