A bigger inn, and a gentler first week
The inn gained a new crewmate and two new rooms, everything on the board got a little icon, and then I had to make the whole thing gentle enough to actually learn.
Development updates on Tidewell Inn.
The inn gained a new crewmate and two new rooms, everything on the board got a little icon, and then I had to make the whole thing gentle enough to actually learn.
Two quiet ways the inn was solving itself: one station always paid best, and hiring a third helper made every choice vanish. Here is how I fixed both.
Served guests grow happier over repeat visits, and a happy regular may leave a tip that you split between the inn's coin and your crew's energy.
Crew now get tired. Working drains energy, resting restores it, and a worn-out cook isn't the cook you'd choose, so yesterday's perfect plan rarely survives to today.
Three guests arrive but you can only staff two stations, and your coin finally buys something. The first taste of strategy, plus an honest lesson from playtesting.
The core loop is real now. Assign your crew to stations, press End Day, and watch everyone's work resolve at once, with guests, coin, and reputation on the line.
A first look at a cozy inn-management game where you plan your crew's day, commit, and watch it play out. Plus a bit on why a web developer is building it in Godot.