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A wholesome, cosy shopkeeping game where you uncover & clean trinkets then upcycle them to sell to endless colourful & quirky customers. Spend your savings to upgrade your shop, buy better tools, plus expand and customise your space.

  • sylphrin@sh.itjust.works
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    6 days ago

    I had a friend that was coerced into doing promo for this game and the team were really condescending. I got a lot of bad cash-grabby vibes from them, I’m staying away from this one.

  • Kovukono@pawb.social
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    6 days ago

    I had this on my list up until it released in early access. The concept was what caught my eye, but there’s just not much there.

    There is no fail state. A customer appears, says they want something, and if you don’t have it in your inventory yet (or even if you just don’t want to sell to them), they will wait literally forever. You can’t haggle with them over price, even though you can say no to their price. They just say they’ll wait, and they will. Forever. No new customers will come.

    The game has a set amount of time slots per day to clean and discover new items, but because you don’t have any requirement to sell, customers never leave, and you have an endless supply of trinkets to work with, the time slots mean nothing.

    And the game’s gameplay of uncovering trinkets is fun at first, until you realize that you won’t get anything really different. It’s going to be the same repetitive puzzle over and over, and then scrubbing every inch of it to clean it until you finish. It could have been somewhat zen, but it takes so long for each one that it’s just frustrating.

    I know the game just came out and it’s unfinished, but it’s in a state they feel comfortable asking for money for. It’s fun for maybe the length of the demo, but I didn’t even make it to the end of that without uninstalling it. There’s just not enough in the game, and zero pressure or management.

    • RebekahWSD@lemmy.world
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      6 days ago

      Yeah, same feelings. I played the demo when it first dropped and enjoyed it.

      I then watched someone play the full (ea?) game and it felt…identical if not worse than the demo. It needs a lot more going on before I’d want to spend money on it, even though it was nice and chill.

    • bane_killgrind@slrpnk.net
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      6 days ago

      If you can induce relationships in waiting customers, and then it affects prices that would be pretty cool.

      Like some fight eachother, and it makes prices in other people raise or drop, or like a new couple hosts a party and then there’s a bidding war for stuff they like…

      • Kovukono@pawb.social
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        6 days ago

        It would require a customer queue. Honestly, I’d settle for even just a system like Potionomics, where you have external factors that affect generic prices for supplies and sales, and can try to haggle for a higher price. There’s no roadmap for the game though, so we don’t even know how much of it’s going to change aside from “more trinkets” and “quality of life changes.”