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Winner of the IGMC 2014 Humble Bundle Choice award for the RPG category!

Have you ever wondered what it must be like being a Vendor? You know, those helpful people who just happen to be in the right spot at the right time, selling you those potions you so desperately needed? Did you ever consider that perhaps these people were not there by chance or destiny, but rather by their own free will? That they have a life? Are you tired of questions? Have some answers!

In this game, you are the hero vendor. Like always, you will stock up on tons and tons of items--but this time, you get to make a profit! Because who isn't tired of smacking an Ogre silly to get his purse of gold, only to hand it all over to the next vendor you meet to upgrade your gear. Well fear not, because all that fighting?

There will be no evil fighting done by you this time around. That's up to the heroes to do. Your job will be to sell them the necessary items to stay alive; buy their hard earned special loot from them when they're done smashing faces; and then sell it or trade it–-for a profit, of course! What you will be doing is visit pubs (strictly for work!); find the best prices on items; haggle and trade; examine the areas and enemies that the heroes will be fighting next, and making sure you sell them something that'll see them through the day. And finally get their hard earned gold into your pockets!

"They've probably seen mah bonnie coopon awreddy, ye nerd." - The Warrior
*sigh* "Do we have to do this?.."- The Witch
"Honored to make your acquaintance, good sir- ah, madam?" - The Cleric
"You never saw me, alright?" - The Thief

Something about a thousand pictures needed to spell a word. Click the "Images" link up in the main navigation.

Expect grand adventures of nut crushing and profit making! Capitalism-heyoooo!

Credits to yeppoh.stage-select.com for this glorious piece of art.

Latest Blog

The Vendor - The future

So you've helped the heroes as a Vendor, and you wonder: what's next? Soon, you'll be able to be the Heroe- I'm joking. I had to borrow that one, outcry312: too funny to pass up!

After winning the Humble Bundle Choice award in the IGMC2014 contest, I was contacted by Degica where they asked me if I was willing to go commercial with the game. As a one man "indie" (or maybe living room developer is more appropriate?), my first and foremost concern is retaining my creative freedoms and rights to my game. After emailing back and forth for a while, it turned out to be a really good offer that will benefit the further development of the game greatly. I will get help with things like testing and custom assets, as well as publishing; I will be able to publish the game to way more channels and devices than I could ever hope for alone, while I retain complete control over the game and all the rights to it.

Now before I go on, I'd like to address the fact that some of you will probably find "going commercial" to sound like "selling out". But the details are important, and it's also important to stress that making games is -- as many of you no doubt know intimately from personal experience -- very hard work. I need some help, and getting that help for free only gets you so far. The benefits of signing up with Degica for publishing and assistance are many, and by taking a load off my shoulders (meaning more time for actually developing the game) and enabling me to polish the game up to a higher standard altogether, it's a great deal.

It does however mean that a new and improved The Vendor will be a commercial game with a pricetag attached. However, I still remain 100% in charge, and the development work all falls on me as before. It remains my game entirely, and I'll make absolutely sure it's worthy of the money asked!

I want to also mention a few things I have planned to do with the game now that I'll expand on it. There will be a separate post with way more details soon, but for now I can share the following rough outlines:

  • Item stats should not be vague or hidden. In fact, I'd like to remove "stats" and focus on attributes instead: heavy, light, sharp, blunt, elemental, etc. The core gameplay of figuring out what works best while earning as much money as possible on selling it remains, but I want it to be more logical. But I want there to be room for experimentation; there should be an inherent risk/reward relationship where trying out things outside of the "safe zone" could potentially yield great reward.
  • Combat summary will be visualized when the heroes tell you how it went around the campfire. The reason isn't just that it'll be more fun to watch, but also that the hints as to what went right or wrong can be made clearer without spoon feeding it through extensive text dialogue. This was the original plan -- and there is actually some code for it already in place -- but it had to be cut due to time constraints.
  • A more interesting ingredient system. While it's fun to squash wall-nuts with your fists, I would like to find a better way to solve the dilemma of "if the player goes broke, how will they get back on their feet?".
  • Improved trading system.
  • A bestiary that automatically logs hints and tips you gather. This is one heavily requested feature which I'm very happy to implement.

Obviously I will also add more areas to explore, and more stuff overall, but I also have to be careful not to let the project spiral completely out of creative control now that there's not a super strict deadline. Rest assured that I've listened to every single piece of feedback I've gotten so far, and I'm taking it all into consideration when going forward.

And on that note I'd like to again thank everyone who played the game so far, and a double thank you to everyone who shared their feedback with me: it's been invaluable!

Thanks for reading, and see you next update~
  • Production
  • Galenmereth
  • RPG Maker VX Ace
  • RPG
  • 06/29/2014 12:46 AM
  • 12/28/2018 10:07 AM
  • 06/30/2014
  • 67874
  • 34
  • 892



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Thank you ArtBane! Looking forward to reading your review of the game.

I've got some pretty exciting news to share with everyone about The Vendor real soon. Once the details are worked out, I'll make an announcement post :)
Liberté, égalité, fraternité
Dude, seriously that's like major teaser material.

Tell us, tell us NOW
HMM?? The Vendor news? Don't waste time working the details out, tell us the raw info NOW and suffer the drawbacks of such a thing! WOO! Totally a smart...idea...

I bet it's gonna be an announcement about how the game is dropping all vendor gameplay to become a traditional RPG. Totally... w-was I right? I hope not.

EITHER WAY, excited to see what you have planned for it!
Ive played it and I'll say it again, I adore the concept
I've read the credits and I don't understand how to do the code..
I've read the credits and I don't understand how to do the code..

The secret code must be input after selecting "New Game". When the logo screen appears (white background, blue logo), press and hold down DOWN, then Interact (default Z or ENTER) and finally Menu (default X or ESCAPE). A (too) loud scream will play if done right, and your choice in character for this new game will be very different from before.
Am I supposed to beat the dragon before entering the secret code? I'm not hearing any loud screams after entering it. Unless you mean the bit about picking the third character when playing is due to the code...o.o
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