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Kiosk Days: cozy kiosk management, now in the browser. Is the first day clear?

A topic by KiGaRo Games created 13 days ago Views: 281 Replies: 9
Viewing posts 1 to 9

Hi everyone,

Kiosk Days is a cozy pixel-art shop management game. You start with €180 and an empty kiosk on a village square: buy stock at the wholesaler, fill the shelves, set prices and serve your customers. Later you hire staff, place your own furniture and expand the shop. There's an endless mode, a sandbox and four scenarios with medals.

Since today it runs right in the browser: https://kigaro-games.itch.io/kiosk-days

I'm the solo developer and make it together with an AI assistant (Claude). It writes the code and the scripts that draw the pixel art and generate the sounds, I decide what goes into the game.

I'd love feedback on these:

  1. Is the first day clear? Where did you get stuck or have to guess?
  2. Does it run smoothly in your browser? (Which browser?)
  3. After how long did you stop, and why?
  4. Does anything look or feel off?

I read every reply and I'm happy to play your game in return, just leave a link.

Thanks! Michael

Opening check using Codex browser controls in the Codex in-app browser (English, Endless). I reached the wholesaler and bought 20 chips and 20 sweets with the starting money. The tutorial’s distinction between storage and shelves, and between instant and delayed delivery, was clear.


One confusing point in the order form: after typing 20 sweets, the cart still showed only the chips total. Pressing Enter then placed that first order; the sweets became a separate cart. Updating the total as the number changes, and keeping Enter from unexpectedly placing an order, would make this easier to follow. This is one observed input sequence, not a full keyboard test.


I stopped after delivery, before stocking shelves or serving customers, so I haven’t tested a full day, balance or human enjoyment.


Since you offered an exchange: I’m building Turnfeed Kingdoms, a strategy prototype where you give orders by talking to Codex and watch the saved map change. It needs a compatible Codex browser session, ChatGPT sign-in and the player’s own Codex allowance. If that setup suits you, I’d value one first-order clarity check: https://turnfeed.theodornengoy.chatgpt.site/ — choose Kingdoms. No need to play a long session.

Hi again,

quick update: Kiosk Days 0.3.0 is out, and two things in it would really benefit from fresh eyes.

  1. It now runs on phones. Open the page in your phone's browser and hold it sideways. The menus were rebuilt for touch: full pages, big buttons, sliders instead of number fields. If you try it, I'd love to know which phone and browser you used, and whether anything was too small or hard to hit.
  2. St. Martin's evening. A German tradition: a lantern parade with St. Martin on a white horse, a brass band and a bonfire on the village square. Afterwards the families come to your kiosk for cocoa and Weckmänner. There's a short scenario for it (five days). Did the preparation feel fair? Did you get gold?

@TheodorNEngoy thank you so much for taking the time to test it and for the detailed report on the order form! The total not updating while typing, and Enter placing the order right away, is a real problem. I'll take a look at it.

Game: https://kigaro-games.itch.io/kiosk-days

As before, I read every reply, and I'm happy to play your game in return.

Thanks!
Michael

Hi again,

Kiosk Days 0.3.1 is out. No new features, just polish, based on a long list of what felt flat or unclear:

  • Selling has weight now: the amount pops up in gold and coins fly to your money sign.
  • A clearer start: a golden arrow guides your first minutes, and whatever you can use right now glows.
  • Shelf window: big − / + buttons, a suggested price, and it shows right away how customers will react.
  • One look: wooden sign, notes, a clipboard overview and handwriting everywhere.

@TheodorNEngoy your order form report is fixed: the cart total updates while you type, and Enter no longer splits the order. Thanks again!

What I'd love to know most: if you're new to the game, were the first five minutes clear?

Game: https://kigaro-games.itch.io/kiosk-days
Devlog: https://kigaro-games.itch.io/kiosk-days/devlog/1735485/kiosk-days-031-polish-coins-that-fly-a-clearer-start-and-one-look-for-everything

Thanks!
Michael

(1 edit) (+1)

Hi Kigaro,

I played your game for two days, trying to beat it. I understood enough what I had to do, albeit I discovered new things along the way.

I like the visuals and especially the stray cat, the fair and the "Martinszug"

But in the end I didn't enjoy it anymore, mainly because the KI-guy I hired for purchasing wasn't very intelligent and I ended up making expensive emergency buys myself all the time because he had bought the wrong items and I wouldn't have enough to sell of some item. This was even after I bought the last storage extension. Why does stuff that isn't delivered yet take up storage space? When I bought mostly the stuff to be delivered in 3 days, I ended up with an empty storage and couldn't order more stuff at the same time, because I had deliveries scheduled each day.

I would suggest to close the window automatically when the player has clicked "start day"

Very annoying once you have more than 5 products to buy and can't see them on the screen anymore: When you scroll down using the mouse wheel, the quantity of the item is reduced, but you don't get down to the next item

I made a far simpler "shop-game" myself - https://smurjo.itch.io/s-caf-am-markt - maybe you have a suggestion what I could add to it?

(+1)

Hi smurjo,

thank you so much for playing it for two whole days! I really think it's great that you took the time to play and look at everything in so much detail.

And I'm really happy that you liked the stray cat, the fair and the Martinszug. Since you liked the cat: I'm going to add a second dog, and she's modeled after my own dog. She'll run around the town, and when she meets the cat, they'll chase each other. I'm curious myself how that will turn out in the game.

I understand what you're saying, and I'm going to fix all four points. The storage that fills up with stuff that isn't even delivered yet, the purchasing guy who buys the wrong things, the window that stays open after "start day" and the mouse wheel that changes the quantity instead of scrolling down. The game is actually made to be played for quite a while, not finished in 5 minutes, so when you play it for days like you did, these things really matter.

I played your game too. What I really enjoyed was walking through the city. It feels like walking through old Vienna. If you made all of that by hand, then wow, you really put a lot of work into it. The controls are a bit tricky though, and the first time I loaded it, it didn't work at all. I could only look up and down and couldn't really move with WASD. The second time it worked.

You asked what you could add, so honestly: I stopped after about 10 minutes because I didn't really know what the goal of the game is. There's no introduction and no help. A short intro that tells you what to do and what you're playing for would help a lot. And it would be really cool if something moved in the city, people walking around, guests coming into the café. Right now it looks nice, but it's very quiet.

One question: are you from Vienna? I saw your game is in German and English, and it has such Austrian vibes, the whole coffee house culture.


BR
M

(1 edit)

Thanks for your feedback! Since you've obviously never seen it you send me down the rabbit hole of finding the missing help screen. Apparently the help button fell victim to my last UI overhaul and which meant the help screen couldn't be displayed. I fixed the issue and have uploaded the new version hoping you'd find the opportunity to try it for real this time.

I am aware of the lack of life in the game. Only it's more complicated in 3D and a matter of having time for non-essential stuff. I'm just a hobbyist. As for the Vienna vibes - Vienna seemed the obvious choice to me when I could chose where in the world to place my "Kaffeehaus" game. You were almost right - I'm German. You too I guess?

Haha yes, German too. You were really close with the Vienna thing, it just felt so much like Vienna to me.

And that's so good that the help screen is back. That's exactly why feedback is so important, you just don't see your own stuff anymore after a while. I know that very well, I'm a hobbyist too and this is my first game. By the way, your points are in the game now. Version 0.3.6 is out since today, with the storage fix, the mouse wheel and the start day button. Thank you again for taking the time!

Cozy kiosk management sounds relaxing. Right now cozy players have a hard time finding it, and every player who misses it is feedback and a future fan you don't get.

(1 edit)

Hi again,

Kiosk Days 0.4.0 is out. Players told me they were lost after a few minutes, so I changed how the game begins. Claudia ran the kiosk for forty years, and now she stays with you for your first four days and shows you one thing at a time. You can also create your own character now.

What I'd love to know most: does the new start work for you? Did you get lost anywhere?

Game: https://kigaro-games.itch.io/kiosk-days

Devlog: https://kigaro-games.itch.io/kiosk-days/devlog/1747266/kiosk-days-040-claudia-shows-you-around-and-you-can-finally-make-your-own-character

@launchtavern thanks! And yes, finding the people who like this kind of game is the hard part. If you try it, I would love to hear what you think :)

Thanks!

Michael