I finally got back around to playing this since GBJAM. I started here, which included seeing all the 1.1 updates for the first time. Lot of visual, audio, UI polish added and it's really very nice and you know how much I like the detail work. But once hot goods started showing up at the shop, it finally hit me: the real game is here, at last.
I took a lot of risks my first playthrough, too many, but I got to see the various events that play out whenever you cross that line. I ended up a couple hundred short, but during the whole game over sequence I had a big grin on my face.
Second playthrough, I took fewer risks, got rid of questionable merchandise quickly, and on the last day, after I'd secured my lease on life, I refused to buy anything, sitting in an empty shop. I was wondering how the game might incentivize continuing to play after you hit $1500, then saw that it does actually come out of the money in your possession and whatever's left is a high score of sorts. Given the sorta arcade vibe of the game, that seems alright. It's not like losing is a big deal, but I can't help but wonder is there a better way to incentivize taking risks on day 5?
I was so into the game, I found myself nodding along to the music for a couple minutes before realizing that these were new tracks. Sometimes I'm kind of dense but my body knows when good tunes are in the air. Did day 5 get its own track? Felt appropriately anxious for the looming deadline.
I wanted to catch up here first before reading the next devlog, which I see is going to concern a lot of broader design decisions, so I guess the point of my post is how much fun I had with this!
