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Möbius strips actually came up during our brainstorming, but we couldn't think of anything interesting with them, but not only have you played on the loop part of a Möbius loop, but you've also played on the strip part of a Möbius strip! Absolutely genius! The gameplay itself is also really clever, trying to figure out how exactly to position everything to satisfy as many people as possible. In regards to feedback, there's only a couple things I have to say, everything else was absolutely wonderful. Firstly, the scrolling in the guests menu was really, really slow for me (although I know scrolling behaviour can vary wildly between devices), but it made it practically impossible for me to see anything other than the first 6 guests. The other thing is, similar to what someone else said, there was one time where I bought something right before I leveled up, so I couldn't afford the new building, and because most of my new guests wanted to use that building I ended up just having to wait while money very slowly came in. The only other thing, and it didn't end up being a problem at all, just leaving me a little confused, is that I'm not sure what upgrading buildings does. I'm assuming it just increases the money earned from them, but maybe something saying what the benefits are could be helpful. Overall an amazing submission, and lots of fun to play through. Best of luck in the jam and your future endeavours!

thanks for such a detailed comment and for the nice words! To adress your feedback:

1. Yeah, scrolling varies so much with devices and I only had my MacBook to test on, so on windows devices it could be widely different

2. This was actually intentional to entice you to “save up” before the next level up, but given that multiple people have complained i should have probably done it differently

3. Upgrading is something that was originally a much larger aspect of the game design. I was going to make the buildings have a specific capacity for the max number of customers inside of them and upgrading would increase this capacity. In the end i didn’t manage to implement that due to time constraints and just made the upgrades give you some xp and boost all future sales in that building

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In regards to 2, I definitely started playing around that after realised it, and it totally added to the strategy, adding yet another thing to work around. Maybe the number of people that require a building could be halved if you haven't placed that building down yet, that way it still punishes you for not planning ahead, but it isn't quite as brutal as it currently is. I totally agree that it should be kept in some regard though.