Take the role of a greedy merchant and sell weapons to heroes that want to save the kingdom!
Use mouse and keys 1,2 & 3 to navigate around your shop.
- craft items that heroes want - sell items for gold - purchase more raw materials and craft cooler weapons - watch the heroes battle against the goblins - who will win???
Please enjoy! If you think it is hard, try again. The rtick is to stock pile higher level weapons when you have time. NEVER idle!
So good. This kept me up super late last night playing. Man it is brutally hard, but I think I might be able to get through it now that I am at work and have an external mouse.
Brillant! But did someone mention that it was very hard? I finally managed to crush the orc castle to 9HP, but that's the best I can do (for now). If you're interested, I wrote a fren review about Bonifaco's Bazaar. You'll find it here : http://oujevipo.fr/10-minutes/bonifacos-bazaar
Holy crap this is hard! I got there in the end, though, on something like my 6th go. Great little game.
- It'd be nice to know how many you have of each item at all times. - Possible improvement to the crafting interface: have the 5 resources in fixed positions in a line, so they don't move around even if you run out of one, and have the user toggle them on and off rather than adding them to another box and then clicking there to remove them. Likewise, make all the craftable items stay in the same places for every combination, even if some get disabled.
Instead of always rejecting soldiers you can't supply, how about having the option of giving them an alternate, cheaper item that you have in stock at a very low profit or breakeven? eg. if they come in for a bronze knife, maybe they'd take a club for 4g instead.
And please, please slow it down a bit for those of us who weren't playtesting it for 48 hours solid :p
Really elegant concept. I did find it hard to tell how the crafting worked, sometimes I had the right items in the wrong quantities. It would be nice to see an icon of what the soldiers and merchants want to buy/sell over their heads so you can plan ahead a little.
Loved it. From the graphics, an almost medieval variant of cannon fodder, to the bargaining mechanics this is an extraordinary product for a mere 48 hours. Give it another 72 hours and you'll have an internet bug on your hands :)
The few drawbacks would be - as have been mentioned - the inventory, and perhaps a few more hotkeys to improve the speed of both crafting and selling. It was a bit awkward to move the mouse cursor to the right half of the screen to craft and back to the left only to accept or refuse an offer. I know we're talking pixels of movement (literally :P), but this movement is constant almost throughout the game and becomes a bit tedious if you're just hectically crafting from a small combination to constantly sell. Another option would be introducing a view of all (or all recent) purchase interests, so you can plan just a few crafts ahead.
But barring those few, unremarkable notes, this is a good concept, with an excellent execution.
Fun game, though maybe a bit too hard. Switching between modes felt like unnecessary micro-management, it would be better to just have deal / no deal buttons visible all the time on the sides of the screen and the crafting in the center. Inventory being visible would help. Also crafting could be streamlined, though finding recipes for things has some flair to it.
Pretty awesome! Really difficult though. Everyone wanted X item, so I made a lot of X item, suddenly they want Y which I can't afford to make in bulk :( Still amazing.
Really neat concept :) It's however quite tough, even when I start out well I get overrun very fast (usually since I don't know the crafting recipies). Solid entry!
Comments33
This'll get a vote from me.
http://img718.imageshack.us/f/552454.png/
Also agree that it's damn hard :p
- It'd be nice to know how many you have of each item at all times.
- Possible improvement to the crafting interface: have the 5 resources in fixed positions in a line, so they don't move around even if you run out of one, and have the user toggle them on and off rather than adding them to another box and then clicking there to remove them. Likewise, make all the craftable items stay in the same places for every combination, even if some get disabled.
Instead of always rejecting soldiers you can't supply, how about having the option of giving them an alternate, cheaper item that you have in stock at a very low profit or breakeven? eg. if they come in for a bronze knife, maybe they'd take a club for 4g instead.
And please, please slow it down a bit for those of us who weren't playtesting it for 48 hours solid :p
Great job for 48 hours!
I can see a polished version of this being VERY popular.
GREAT JOB!
The few drawbacks would be - as have been mentioned - the inventory, and perhaps a few more hotkeys to improve the speed of both crafting and selling. It was a bit awkward to move the mouse cursor to the right half of the screen to craft and back to the left only to accept or refuse an offer. I know we're talking pixels of movement (literally :P), but this movement is constant almost throughout the game and becomes a bit tedious if you're just hectically crafting from a small combination to constantly sell.
Another option would be introducing a view of all (or all recent) purchase interests, so you can plan just a few crafts ahead.
But barring those few, unremarkable notes, this is a good concept, with an excellent execution.
Still amazing.
It's Nintendo hard or I just suck! Best I got was enemy castle down to 17...
It's however quite tough, even when I start out well I get overrun very fast (usually since I don't know the crafting recipies). Solid entry!