Ventory's Inn by Teist

Ventory's Inn is an arcade fast-paced, limited inventory management game set in an adventurer's tavern!
In Ventory's Inn, the player takes on the role of a tavern-keeper, who sees a whole host of adventurers with very specific requests. It's up to you to draw on your stock to meet their needs! But be careful not to make a mistake or wait too long... A well-served adventurer is a happy adventurer... And alive!
HOW TO PLAY :
Left click: drag & drop items
Right click: dump item
Space bar : rotate item
Prototype produced in 72 hours as part of Ludum Dare 54.
Credits
SOUND DESIGN / MUSIC : Tanguy
DEVELOPERS : Teist
ARTISTS : Liam MONIEZ
GAME DESIGN : Yoan BISOGNO
| Link | https://teist.itch.io/ventorysinn |
| Original URL | https://ldjam.com/events/ludum-dare/54/travelers-bazaar |
Ratings
| Overall | 454th | 3.68⭐ | 66🧑⚖️ |
| Fun | 614th | 3.383⭐ | 66🧑⚖️ |
| Innovation | 637th | 3.269⭐ | 67🧑⚖️ |
| Theme | 221th | 4.138⭐ | 67🧑⚖️ |
| Graphics | 104th | 4.375⭐ | 66🧑⚖️ |
| Audio | 138th | 3.937⭐ | 65🧑⚖️ |
| Humor | 406th | 3.238⭐ | 63🧑⚖️ |
| Mood | 326th | 3.802⭐ | 65🧑⚖️ |
| Given | 108🗳️ | 111🗨️ |
Regarding the gameplay, it is solid and fits the theme perfectly, this is the very essence of "Limited Space". Whithin the constraints of a Game Jam, I also feel there is solid variety due to the slightly random variance in the requests so I could not go into full autopilot and stayed engaged. I do think the system could get repetitive as well and if this were to become a full-scale title, it would need some way of spicing up the gameplay loop as the game goes on, but for a Jam, the clean execution absolutely takes precedence.
Well done, I really liked it and it is a strong start to my ratings for this Jam!
I noticed the typewriter effect was a bit buggy, as it kept flashing and only changed the red words to the correct one after it was shown. When the time ended, the selected item stayed floating on top of the grid.
The time felt short, especially in the beginning, so maybe ease in the player a bit more? And add some tooltips to the items, I wasn't sure what counted as a ration.
Keep it up! :)
It looks cool though, and it's got a lot of polish for a jam game. GG!!
Also it would be nice to be able to full screen it. It was really hard to read at such small scale.
Otherwise I enjoyed it. The music and graphics were nice, and the puzzles got more challenging as you went.

Was very hype, the race against the timer and the customers' demands! I was struggling until I realized that some customers have preferences and I can start placing before timer starts, that gave me some leeway (With some, when the orc adventurer asks for a sword and a hammer, you still start sweating). Very fun gameplay, I got totally immersed in the loop of keeping the hype up and trying to fill out the inventory as fast as I could, I think you captured that arcade quality really well that just keeps you going. Great design! The art was lovely, I liked the designs on all the different customers coming in, plus the voices added a lot of personality, those were a great touch. The music captured that bazaar feeling great, I enjoyed listening to it. Super polished game, had a wonderful time with it, great job!
Really beautiful art and audio, I did run into some trouble with rotating some of the bigger weapons, seems like their 'collision box' would come detached from the actual sprite, but if you just picked it up and placed it again it would fix it self. Great job :)
The customer requests made it feel like more than just an inventory management game. I also liked the addition of needing to remember the food rations for the number of days they were traveling.
The audio, especially the ambient background noise, was great.
Would have been nice to keep the shop's inventory screen open all the time.
Since it seemed like there was some generating of the requests happening, it would have been nice to get more variety. Some of the customers always requested the same things and were traveling for the same amount of days.
It also would have been nice if the characters told you what you were missing. A couple of times I tought I had everything and pressed next client, but apparently missed something because they were not happy. It would have been nice if they told me what they missed.
But all of that is very minor. This was a beautiful game with solid gameplay which I enjoyed a lot. Amazingly well done :D
Well done!
it's a shame about small mistakes like when the text doesn't fit in the bubble, or the way the text appears is a bit annoying.
I could have kept playing the game longer (score 12 966) but after a while the same people with the same demands were hanging around and I didn't give some items from the inventory to anyone at all the whole time
but these are minor flaws in an otherwise beautiful and horrible game. good entry
- Nice detail but little stressful how the dialog changes while being generated (is it to emulated stumbling?)
- Maybe a bar of colour rather than number.
- Would be useful to have an indication on the item's name.
- Quickly get repetitive, since these are clear patterns instead of really randomised commands (which would have been difficult to implement, I know)
- There is a lot of elements, so even be more careful about bugs (right, you can say the same for a minimalistic game, but you undertand).
- Feel like it would be better to have abandon an item by default (when not in inventory you can drop it) and right-click for rotation