old bookstore with its new owner demo
The intention of this game is to make a light story/plot game of leisure healing.I would like the player to feel that their actions have some impact on the outcome or follow-up of the game. I also want to see if I can add conversational elements to make the interface effect like mobile phone chat.
Comments
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The game is fascinating, both in technique and the story. Things like how the text scrolls in the text box, and the player can decide the location on the bookshelf are so cool. Your design of the game is very interactive and attractive. and the level of mental and health conditions is great as well. I like how it is a bar instead of a number. Overall it is a great game for me, I just expect more choices and possibilities in the results.
I really enjoyed the game overall, especially the interactive elements! It was nice seeing the text scroll through as well as having the different options to select through. It was cool that you added achievements as well, and a way to have players check off the different things they had to say while talking to the customer. I enjoyed the individual actions the player could take, it reminded me a bit of a life simulator. Each choice doesn't have much impact on the results of the game, but I think that adds to the quiet and cozy vibe you're going for.
The impact is usually immediate with a different dialogue option appearing as a result. It could be fun seeing relationships form between characters if you choose to develop this game further! Each choice doesn't have much impact, but I think that works for this type of game.
I enjoy the amount of information given for each outcome. It's just enough, and it's nice seeing how the player can interact with NPCs and their environment.
I never was unsure of what was expected of me as the player, I think you did a good job setting up the context at the start of your game, well done! :)
The only minor technical thing I noticed was that the achievement would stutter a bit while the text scrolled in. I'm not sure if this was intentional or not, but something to keep note of!
The game begins with a dialogue format that instantly immerses players, drawing them into the magic circle of the game's world. The interactive elements are engaging, allowing players to enter their name and even rename the bookstore. It would be even more captivating if the names chosen by players influenced the later plot development. Additionally, the design of the mental and physical strength bars plays a crucial role, signaling the end of each day. When a new day begins, players remain within the bookstore storyline but, depending on the choices they’ve made, they experience different daily tasks at the store. The story never needs, just as those characters living in the game.