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(4 edits)

Hi mate,
Great little trading game. I got Mount and Blade trading vibes from this. In any event, it had surprisingly in depth mechanics for something that took 3 days to make. The core mechanics were fun to play with and although I am usually not a fan of timers, the timer here played very well into the core mechanic - having a sense of urgency (while recognizing its a small indie game). So the goal of making a game 'fun' was achieved, well done!

In obiter, I loved the pig shop keeper (reminded me of Wonderboy 3) and the associated music in the pig shop. One suggested change would have been to infer where the items would get the best price. For example, create the nature of the trading locations based on what items would be in demand. For example, food would be in most in demand in a mine, seeds/farm equipment would be in most demand in a farm and weapons would be in most demand in a barracks.

good job

(1 edit)

This was actually intended from the start. One of the factors for prices is a "Desire" variable, but I made these numbers randomized at the start for testing and then never changed them. By the end I figured I might as well keep it random to give some run variance, although if I were to work on this game more I'd want to get the variance from somewhere else, maybe through seasonal shop options or making events more dynamic. Another feature I was considering adding was some kind of indicator, whether it was icons on the map or dialogue, to indicate desired items but this got cut for time. Glad you liked it though.

Edit: Also i should say if I were to work on this more I'd like to wait till the jam voting is over, outside of major bugs I'd want my game to be judged based on what was achieved in the time limit