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Assets include buildings, npcs of all various types/monsters, basic U.I etc..
It is more likely they just bought the same assets to try and grab a similar vibe to toss up something.. The other game seemed to of at least bought a better NPC package. I doubt they're trying to copy this game, since it is doing tcg cards (which some of that art is definitely going to catch them some heat) and not just another grocery store. I doubt its also the same Dev of this one, but ya know.. sim games have a very bad reputation of abandoned shovelware for a reason, sadly.
Anyway, I have no intention of making a copy of supermarket simulator as I find restocking groceries only is not what I really wanted in my game, just part of a menial thing to do, like in any shop I guess. My main focus is to add stuff that would only happen in a card shop like opening packs, collecting cards, hosting games, stinky customers, etc. Hope that clear things up a bit for you :)
I just happened to find the game. With that being said, is there a scheduled release date. I'm eager to play your game as well since I love sinking hours into simulators lol.
Sound all good and legit.
Game looks great too so best of luck.
Just figured this question would be asked at some point.
There is clearly a lot of your own touch to the game but I really don't see how you can pretend that it's not the same template or at the very least you didn't take a lot from it.
Maybe you can say that there isn't a lot to iterate on. But there is a way to make it your own. However, many things work the exact same. The menu for setting prices is virtually the same and the tag in game shows how many are in stock, exactly like supermarket sim. There is a back room you can unlock in the exact same way.
You buy warehouse shelves to store boxes that can be used by your staff to restock. If your staff has nothing to do, they stand outside aimlessly in the exact same way.
Moving shelves around looks almost exactly the same aside from the line being slightly different. I haven't played supermarket sim but it looks like you've added snapping. In order to sell a shelf you no longer need, you have to box it up first, exactly like Supermarket Sim.
The menu to expand your shop is virtually the same. What you get out of it might be different, but again there is the back store room in the exact same location that you can unlock.
The way you open boxes and bring it to the shelf, the way the item moves from the box to the shelf, also exactly the same.
When it's the end of the day, which is also at 9PM, the time stops and it prompts you to press enter to end the day. It's just a coincidence? You have a shop level with your cash and the time of day in the upper right hand corner. When you finish the day it gives you a summary for the day, which I guess you might have as well, but similarities are adding up.
Maybe I'm misinterpreting your response, but you didn't say that you're using a template, just assets for the models. Can you confirm whether or not you're claiming not to use a template?
I don't mind if you are using a template but I really have a problem if you are and pretending not to be. I don't think anyone would care if you were. I'm having fun and so are so many others.
Well said, one might even ask what he was doing in this games discussions in the first place...
Its such a clear copy to the point the man made a Prologue lol. Kinda shady.
And honestly, I hope the success of these store sims inspires a whole slew off games with their own thing going for them. Adult Shop Simulator, Skate Shop Simulator, Tabletop Shop Simulator. Capture a niche culture and expand with tertiary services.