Free browser demo, no download, no signup: https://rldgamesstudio.itch.io/shelves-and-streets
WHAT IT IS
You run a corner shop and its delivery arm. Before opening you compare four wholesalers, catch the rotating deals, fill normal and cold storage, and pack multi-item baskets for the orders you accepted. Then you plan the runs: combine nearby customers, respect scooter and van capacity, avoid congested streets, and send each vehicle out. The vehicle drives the actual street network, so the order you combine customers in genuinely costs you fuel, customer patience and store rating.
There is no timer during preparation. The shop opens when you say it is ready. The pressure comes from your plan being wrong, not from a countdown.
WHAT I WOULD LIKE FEEDBACK ON, in order of how much it helps me
1. The first five minutes. It is a guided first shift with a character walking you through it. Does it explain enough, or does it explain too much before letting you touch anything?
2. The route screen. That is the actual game, and it is also the part most at risk of reading as busywork. Did combining stops feel like a decision, or like clicking?
3. Where you stopped. If you closed the tab, the sentence "I quit when ___" is worth more to me than any amount of praise.
HONEST FRAMING
This is a two-day demo of a game that is already out on iOS and Android, not a standalone free game. Day two is where the real dispatch desk opens, so the demo cuts after it rather than at the end of the tutorial. Store links are on the page; nothing in the browser build asks you for money. The art is generated with AI, which is declared on the game page as well. The code and the design are not.
THE EXCHANGE
Link yours and I will actually play it and write a real comment, not a one-liner. I did that for Dot Siege on this board earlier today if you want to see what you would get. Tell me what you specifically want looked at and I will focus there.
