Feedback Implementation! Thank you!


Hey there! 

It's been a while. It's been so long that I'm start to look Past Azrael with annoyance at the code he wrote but also thankful for the code he wrote. It is true that every solo project has three coders: You Now, You Before, and You After. Sometimes they don't get along, and sometimes they do.

This time we did! YAY! 

Anywho! I only been able to dev for about 4 hours since last we spoke so...

I'm starting to work on the Feedback left by @sraëka-lillian in the comments (SO MANY THANKS TO YOU!). 

It's a slow process knowing how to tackle what. 

I addressed a couple of things that although small for other devs they took me two days to sort.

  •  Clarity on the Buttons when you don't have enough monies. 

They are meant to trigger an (test) AD that will give you the money needed to make the purchase but there wasn't any way to know that, specially on web where the ADs don't work. There's now an "AD" icon to at least give the hint of their purpose.

  • Plants that cost more, earn more

This was a tricky one due to the dumbest thing. I'm using ScriptableObjects and although I changed the value it would always revert back. This was because the saving system saved properly, all I needed to do was to edit the values in Play Mode so the system would save the changes and now the more expensive the plant, the more you will earn when it's sold at the shop!!!

  • Lastly, You can now Upgrade the Items you get from the plants you harvest and accessories you purchase after you have unlock them.

This took most of my dev time. it was pretty much implemented (thank you Azrael from the past! That was a nice surprise) but I needed to set the menus and that was time consuming.

Last but not least, Thank you for the feedback! 

Files

Florist WebGL 0.18.zip 4 MB
Aug 17, 2022
Florist.0.18.apk
Aug 17, 2022

Get Prototype: Amateur Florist

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