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Josemanuelbg

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A member registered 11 days ago · View creator page →

Creator of

Recent community posts

Thanks, this was very useful. You were right about the sold out slot: a slot with 0 units still "remembered" the old product and blocked the change. Fixed in the next version, together with the machine breakdown lock and the map button.

About the numbers: the "$/min" in the shop is (base price - cost) x sales per minute at the base speed of the product, without upgrades, demand or machine bonus. Your sushi: (27 - 18) x 1.8 sales/min = 16. In the machine you sell faster , so the real number is higher. And the 1.2: the coffee machine pays +20% on every sale. Now the machine card shows it.

Hey! First of all, thanks a lot for your comment. To be honest, I got plenty of feedback from friends on the early versions, but I hadn't heard anything in a while, so this is super helpful.

Regarding your points:

Product strategy: I’ve been thinking about this one for a while! It’s actually the oldest mechanic—and the one that makes the least sense—but I still haven't found a solution I'm fully happy with yet.

Sold out slot: I’m pretty sure that issue happens in auto-mode—correct me if I’m wrong! I’m preparing an update to fix all these UI bugs, along with a small gift for everyone who provides feedback to help the project.

Profit per minute: The starting prices are somewhat realistic, but since I love the surreal numbers found in typical tycoon games, the scales ramp up later (M, B, etc.).

Price calculation: That’s very interesting! I’m not sure why that math is happening right now, but I’ll definitely look into the code.

Map button: The map is causing a lot of glitches right now, especially on mobile and within itch.io frames.

You're right about how things can look at first glance, but I got really attached to this idea, and I’m genuinely growing fond of the project. Thanks again for the comment; I’m working hard on all of this! 👨‍💻👨‍💻👨‍💻👨‍💻

Hi! Thank you so much for taking the time to play the game and write such detailed feedback. I really appreciate it!

Here are a few quick thoughts on your comments:

Softlock issue: You are completely right. Getting stuck with no money is frustrating. I like your idea of protecting the last machine from breaking down. I will implement a fix for this as soon as possible so players can keep playing.

Clicking: Thanks for bringing this up. I will review the click mechanics to make the gameplay feel smoother and less repetitive.

Translations: Sorry about the mixed languages! I am still working on full English support, and I will make sure to translate all upgrade descriptions and menus in the next update.

Tutorial: I agree that a proper tutorial is needed. I'm working on explaining the mechanics better for new players.

Thanks again for reaching level 10 and sharing your thoughts. Feedback like yours helps me a lot to make the game better!

Best regards!

It’s true that it’s really annoying—a close friend of mine has mentioned it to me before—but I’m not sure how to tackle it; I might just do away with the breakdowns for the time being.

Hi there. Sorry if the underlying logic didn't appeal to you because it involved AI-generated content; I never intended to hide that. The logic comes from the AI, while the art is my own work—hence the drop in quality. I’m currently working through a tutorial that, in my opinion, is flawed. If you have any constructive criticism, I’d love to hear it; even though it might not look like it, I’ve been at this for about two months, and it’s a project I’m really excited about. Best regards.