
The Antiquary
This game is from ldjam.com, which is currently unavailable.
You can try viewing the original page on Web Archive (may not load correctly).
You can try viewing the original page on Web Archive (may not load correctly).
Dust off that old collection.
Left click to interact primarily.
Right click will transfer items to your collection.
Progress the game by clicking "Begin" or "Next" in the bottom right of the screen.
You can make profit by completing the daily requests. Access them from the center bottom left of the screen using the "Requests" button.
There is a pool of visitors that dynamically generates when you start a new game and they seed their offerings based on a set of randomly chosen tags that stays with them. So if you don't like any of what your visitors have got going on, you can always full send on a new save to try and a get more generous visitor pool.
I was unable to finish the save system, so I'm very sorry if you end up losing your hard earned collection.
Happy hunting.
Changelog:
*v0.11:* The itch.io version has been updated to have a small tutorial, sound effects, and music courtesy of Kevin Macleod.
The embed on ldjam is the original submission version.
Dev Notes:
There was a lot more planned to interact strategically with the overall RNG heavy nature of the game. Of course visitors were going to have preferred items they would pay more for instead of relying entirely on the Requests system. In the end I doubled the amount of offered and saved Requests since that is the only agency in the current version. I would like to keep fleshing it out after the jam because I think the bones are good. You can see the ghost of a reputation system in place that I was planning for to improve rarity of items, number of available items, specializing in certain types of items and visitors, and unlocking additional difficulty tiers of Requests down the line.
Noted Bugs:
The African Gold spam. At some point in the last bit it seems like one of the items got reset to default values. Visitors that specialize in [AFRICAN], [GOLD], or [ARMOR] are likely to have a bunch of that listing show up.
Medium difficulty Requests can sometimes generate with pairings that don't exist. If it sounds wrong, like [IRON] [POTTERY], then it probably doesn't exist.
A few of the transitions are spotty. I had to forgo that polish at the end to deliver a minimum viable.
If you made it this far in the description, thank you for reading. Let me know what bugs you find, how you do with your collection, and what you might be interested in seeing from future development.
Left click to interact primarily.
Right click will transfer items to your collection.
Progress the game by clicking "Begin" or "Next" in the bottom right of the screen.
You can make profit by completing the daily requests. Access them from the center bottom left of the screen using the "Requests" button.
There is a pool of visitors that dynamically generates when you start a new game and they seed their offerings based on a set of randomly chosen tags that stays with them. So if you don't like any of what your visitors have got going on, you can always full send on a new save to try and a get more generous visitor pool.
I was unable to finish the save system, so I'm very sorry if you end up losing your hard earned collection.
Happy hunting.
Changelog:
*v0.11:* The itch.io version has been updated to have a small tutorial, sound effects, and music courtesy of Kevin Macleod.
The embed on ldjam is the original submission version.
Dev Notes:
There was a lot more planned to interact strategically with the overall RNG heavy nature of the game. Of course visitors were going to have preferred items they would pay more for instead of relying entirely on the Requests system. In the end I doubled the amount of offered and saved Requests since that is the only agency in the current version. I would like to keep fleshing it out after the jam because I think the bones are good. You can see the ghost of a reputation system in place that I was planning for to improve rarity of items, number of available items, specializing in certain types of items and visitors, and unlocking additional difficulty tiers of Requests down the line.
Noted Bugs:
The African Gold spam. At some point in the last bit it seems like one of the items got reset to default values. Visitors that specialize in [AFRICAN], [GOLD], or [ARMOR] are likely to have a bunch of that listing show up.
Medium difficulty Requests can sometimes generate with pairings that don't exist. If it sounds wrong, like [IRON] [POTTERY], then it probably doesn't exist.
A few of the transitions are spotty. I had to forgo that polish at the end to deliver a minimum viable.
If you made it this far in the description, thank you for reading. Let me know what bugs you find, how you do with your collection, and what you might be interested in seeing from future development.