Suggestions:
Add more "popular" drugs (weed, shrooms, meth, cocaine, etc.)
Make it so you're able to produce/grow your own drugs as well (for meth, acid or heroin you'd need a fully functional lab, which isn't cheap)
What about the cops? If you don't keep a low profile, cops could be a problem, so I think you should consider adding this risk, as well a way to avoid getting caught.
Improve the second half of the game, but I guess you already have that in mind.
I know this is a very early build, as you already stated, but a lot of work must be put into it. Who knows, if you're creative enough, you could make a fun game out of this.
Well thanks to you both for your understanding!
Good idea with the cops thing. This is something I'd thought about a while back but had fallen off of my radar. Things like the range of drugs fall in to the category of 'flavour', which will be the things that I give consideration to last, along with things like graphics, as this is still primarily a mechanical lesson for myself and these things present little or no difficulty to program. So far it's just been an effort to get the customers to queue sensibly!
Something like the 'lab' I might implement, but more just as 'flavour' for the top tier of the 'contacts' upgrade (which upgrades the availability of drugs). I'd like to tie in more events that key off of your actual status, so starting a drug lab would mean you open yourself to more serious raids, etc.
Another idea I had earlier is maybe making the sales screen include a lot more people, and have you adjust a slider to adjust how much trade you are soliciting. So a lot of people would just be passing by, and you would be balancing profit against danger by being more overt. This opens up the possibility of some people on the street potentially being cops or thieves and maybe bringing a bit more interaction to this area of the game.
Anyway, thanks again to you both for more feedback. I'll hopefully be adding more updates over the following days, so watch this space!



Find content
Not Telling
