Why go on an adventure when others could do that for you?

Let them do all the "hard work" while you sit back and wait for the profits to come to you.

Actually, whoever said that being a merchant was an easy task?

Do you know how to properly maintain customer satisfaction, keep track of prices for different items, know how to bargain and take risks all within a timely manner?

And the most important factor, are you lucky enough to have customers wanting the items you have?

Well, try to see how many days you can last.


How To Play:

You must try your best to maintain a good reputation while keeping a reasonable amount of gold on hand. 

Giving in to your customer's expectations or creating a price that allows them to earn a profit gives you reputation. 

On the other hand, declining a customer's request or giving a unreasonable price will damage your reputation.

However, the most dangerous situations are taking too much time or accepting their request only to find out that you won't be able to meet their demands.

Finding the right balance between the two will allow your reputation to stay positive along with your gold.

Additionally, keep an eye on your storage as you can only save so many items at once.

For the first day only, customers will only try to sell their goods so make sure to stock up on different items. After, anything goes.

Once your reputation reaches zero, your journey as a merchant ends


Made for the GMTK Game Jam 2023 : "Rolls Reversed"

Comments

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(+1)

I like the idea, though I would like a bit more time to think, I feel like there could be interesting decisions on which objects to buy or not, and at what price, but I just can't really. Most importantly, I hardly have the time to choose the price. Like maybe just a few seconds more, cause I just didn't think instead of thinking fast I feel like. Also, like the other commenter said, a better way to visualise the stock would be good. A good game otherwise

Thanks for the feedback! Adding a way to instantly visualize the value of an object is something that I definitely will implement if I continue working on the game. Also, adding more time is a must, because even though I created the prices of items, I still take too long deciding...

(+1)

It is hard to know what items are in the storage. Also the time between NPC is a bit to long. But I like the idea of such an trading game.

Thanks for the feedback! I was also thinking about how item management was a bit difficult to envision. Originally, I was going to create a "book" to flip through but quickly realized that there was no way to implement it alongside the other core features that I still had to include.