It's a decent basic market sim. Around 20-25% of the customers are invisible. The cash register numbers are a bit too small, they're legible but it feels uncomfortable reading it. I don't like that I can't put in my own price and that the default price is based on what was in the slot before, although it would be fine if I knew what was in the box in my hands and it wasn't just a generic box and if I knew what was in the shelf slot. Also it makes you place the product on the top left, so even if you were placing it on the right shelf, it wouldn't be refilling the slot that it used to be in. Then I don't like that the time of day doesn't change and the customer flow doesn't change. I played until I could hire an employee then it felt like I broke the entire game by hiring an employee. The employee and customers all got stuck outside the store and when i got new products they wouldn't place on any shelf.
Bug Report: Customer items getting clipped inside their body mesh, breaking the register
I've encountered a frustrating progression bug on Day 2. When customers bring items to the counter, sometimes the products (like the bread loaves) clip directly into the customer's character model instead of sitting properly on the belt/counter.
Because the items are stuck inside the customer's hitbox, I cannot click on them to scan them. The register stays at "0 pcs" and there is no way to proceed, forcing me to either softlock or lose progress. Please fix the item placement/collision system.
Great concept for a simulator with some unique controls, but a lot of the code is AI generated, making the mechanics feel incomplete at times. The map and environment need more work, and the AI generated thumbnail looks rushed with little effort. Lots of potential, but it needs polish.
Close to being great, but a few bugs and UI hiccups hold it back. Somehow I grabbed abox while holding a shelf and lost all my inventory on the shelf. Pricing starts wicked low for some goods and requires 20+ clicks to bring the item to a cost in which a profit is made. Gameplay loop is a lot of fun though and will return on future updates.
Has potential but there is still some bugs, for example not getting any EXP, customers item are sometimes invisble on the counter and you have to re-enter the store to see them
Needs work.
- Softlock very easily since purchased items arent kept after quitting
- Customers disappear when they interact with shelves
- They push you however they want inside/outside shop
- You can't round the price of most items to avoid pennies
- The shop is too darn small you can barely place 4 shelves
- You can't rename your shop, you can't change opening/closing hours
Not fond of the visuals but that's on me.
Other than that I guess it's fine for an early dev game?
Performance felt okay, it's an original game right now. Multiplayer serves no purpose other than chit-chat.
It’s clear that the game has been carefully crafted, and there’s a guide, though it’s not without its issues. Everything moves very quickly. It’s easy to wander away from your shop and waste money. I didn’t encounter any major bugs during my five minutes of play. I like the direction this game is heading.
- big problems with FPS (I swear it's for light and map)
GameplayMultiplayerPolishReplayabilityUnoptimizedLoad Times