Yup, I added in the game's description that you should click boxes, but in retrospective I should've highlighted and/or displayed some arrow on the boxes.
It is easy to find things in retrospect that should have been added or left out. I think it can be easy as a developer to forget that new players don't know what you know. I remember the first tactics game I played. I didn't know I could select different party members by pressing R & L. I played the first five or so missions with only one character and a 'guest' character. Eventually, I felt I was missing something because I could find more people than I could deploy in the equipment menu.
I think I eventually searched the manual and found a tip on how to select different people. It was long enough ago I don't really remember how I found the answer to my problem, but I did have to look it up.
I guess that is the value of doing little projects like this. You can quickly learn developer lessons.
I love this concept of merging crafting with time management, but I couldn't figure out the controls for the game. I couldn't tell how to get materials or how to use the stations. I could place them though. Sometimes I could click a customer even if I didn't have anything to give them? There wasn't any feedback to the player for me getting paid or if the customer was happy. Really nice visuals though!
I assumed my money going up meant I got paid but a $ or something could have been nice, too.
I noticed that you start with 1 sword and materials to make 2 more so that is where the clicking starts from. The boxes you build are used only to make items. It turns out the background boxes are actually a key part of the interface and those show what your inventory actually is. You can also buy items from there as well.
I assume the master play is to buy the cheap items and build the more expensive ones.
Hi, thanks for your comments. Indeed my game could use a lot more feedback, but I mostly ran out of time and energy to properly add that. As Creus pointed out there's a stockpile (a stack of boxes on the right side of shop) where you can see all the items you have (and can order more).
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Took me a bit but I got it. The break through was noticing that clicking the boxes opened up my inventory and I could order items through there.
Yup, I added in the game's description that you should click boxes, but in retrospective I should've highlighted and/or displayed some arrow on the boxes.
It is easy to find things in retrospect that should have been added or left out. I think it can be easy as a developer to forget that new players don't know what you know. I remember the first tactics game I played. I didn't know I could select different party members by pressing R & L. I played the first five or so missions with only one character and a 'guest' character. Eventually, I felt I was missing something because I could find more people than I could deploy in the equipment menu.
I think I eventually searched the manual and found a tip on how to select different people. It was long enough ago I don't really remember how I found the answer to my problem, but I did have to look it up.
I guess that is the value of doing little projects like this. You can quickly learn developer lessons.
I love this concept of merging crafting with time management, but I couldn't figure out the controls for the game. I couldn't tell how to get materials or how to use the stations. I could place them though. Sometimes I could click a customer even if I didn't have anything to give them? There wasn't any feedback to the player for me getting paid or if the customer was happy. Really nice visuals though!
I assumed my money going up meant I got paid but a $ or something could have been nice, too.
I noticed that you start with 1 sword and materials to make 2 more so that is where the clicking starts from. The boxes you build are used only to make items. It turns out the background boxes are actually a key part of the interface and those show what your inventory actually is. You can also buy items from there as well.
I assume the master play is to buy the cheap items and build the more expensive ones.
Hi, thanks for your comments. Indeed my game could use a lot more feedback, but I mostly ran out of time and energy to properly add that. As Creus pointed out there's a stockpile (a stack of boxes on the right side of shop) where you can see all the items you have (and can order more).