Fifth Update


# Ten days, and everything in them is finishable

The demo was fifteen days. It is ten now — about twenty-five minutes, which is what a

demo should be.

The cut was the easy half. The harder half was that some of what the demo asked you to

do could not be done inside it, and we had never checked.

**Nan's things.** The seven objects in the case are finished by playing the way you were

playing anyway. One of them wanted sixty cups served to your regulars. In a fifteen day

run the best possible number is about forty-three, and a realistic one is closer to

thirty — so nobody who played the demo could ever finish the collection, and the one

thread in this game whose reward is the room rather than the ledger never paid out for

anyone. Every target is sized to the length of the run now.

**The goal list** was written for a thirty day game and shipped in a short one. "Earn

5000 lifetime" against a run that takes about 2800. Retuned.

**The last goal** was *close Vantage Coffee*. The chain opens on day 8 and its first

round runs three days, so in a ten day demo that box could never be ticked. It asks you

to clear the arrears instead — which is what the run was always about.

Smaller things, all from looking properly:

- The combo number was being drawn directly on top of Nan's case. Same rectangle, to the

  pixel. It has its own band now.

- Click **credits**, **docking fee** or **fame** and the bar tells you what it is. One

  line, no menu.

- The fame readout was also carrying the day and the tray count. The day is already on

  the wall and on the map; the tray is on the bench, next to the things you take off it.

- The cafe's name tag sits against your own planet now instead of floating below it.

If you play it, come and say what confused you. That is still the only thing the next

build gets made from.

Files

VoidCafe-demo-web.zip Play in browser
10 days ago

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