A variation on Paper, Rock, Scissors that puts you in the shoes of an arms dealer. Set in a magical realm torn apart by a war that you perpetuate.
Distribute your resources to three parties: a hero, a monster, and a dungeon boss. Keep them alive long enough to build up your savings account, so you can retire in style.
Innovation: Not entirely unique, what with being a shopkeeper game. The gameplay was a unique idea though - don't think I've seen anything like it before!
Fun: There was a sort of puzzle-esque fun to it, feeding that "a-ha!" moment when you realize how to profit without killing your clients.
Theme: Fits it pretty well, except it's more like "buy this" than "take this".
Graphics: Not exactly beautiful, but they get the point across in a functional and easy to figure out manner.
Audio: Kinda the same as the graphics. I wouldn't listen to it in my spare time, but it acted as a good background to the game.
Humor: Some asides in the item descriptions. Smile-worthy.
Overall: Solid, short, fun. Good gameplay concept, executed without bugs and in a presentable manner.
Community: Posted about your ideas, posted screenshots, have a demo. Food shots and/or gameplay video would have brought it to a 5.
I liked how the theme played into the game. "buy this" versus "take this" isn't really an issue to me. The spirit is maintained, imo :)
I very quickly just hit a single pattern of selling (sword, bottle, heart) - would I earn more by varying the sold items instead of just persistently keeping the clients alive?
I think your game is a very solid LD entry at any rate - if you wanted to expand the concept, however, I'd suggest a variation of items, perhaps forcing you to keep stock of items (follow the trend, introduce new or higher-level items to maintain profitability, have enough variety to satisfy player NPC's that "level-up" how they choose).
Yeah, there were a couple of patterns you could just repeat until you had enough for retirement. I'm sure there are all sorts of ways I could mix up the gameplay to make it more challenging as you go.
Fun: There was a sort of puzzle-esque fun to it, feeding that "a-ha!" moment when you realize how to profit without killing your clients.
Theme: Fits it pretty well, except it's more like "buy this" than "take this".
Graphics: Not exactly beautiful, but they get the point across in a functional and easy to figure out manner.
Audio: Kinda the same as the graphics. I wouldn't listen to it in my spare time, but it acted as a good background to the game.
Humor: Some asides in the item descriptions. Smile-worthy.
Overall: Solid, short, fun. Good gameplay concept, executed without bugs and in a presentable manner.
Community: Posted about your ideas, posted screenshots, have a demo. Food shots and/or gameplay video would have brought it to a 5.