We have released a lovely update for Dealer’s Life, bringing to you the new and shiny 0.85 version, or as we use to call it, PMLoL (“Play More, Lose Less”). In this update we focused on providing an overall more enjoyable experience to everyone by making some more changes on recurring characters, bank donations and the Brainwasher employee!
Let’s proceed in an orderly fashion and let’s talk about recurring characters first. When we first released recurring characters, we heard some voices from you complaining about the chance of losing the game and since then we did our best to adjust this mechanic in order to make the experience less frustrating. BLAH update (the last one, 0.82) was indeed a good first step towards the right direction but within BLAH it was still possible to lose the game in a couple of situations. We really would like everyone to love this game and we understand how bad could be to lose a long played game without alternatives (remember though that some are hidden!) due to a single bad decision or a button pushed by mistake, so we went further and completely removed any chance to lose the game from recurrent characters dialogues! Beware though: this does not mean that you can avoid bothering with mafia or police: they still can put you in real trouble and they still have huge consequences! Let’s say that if you take bad decisions with recurrent characters you won’t lose instantly but you’ll still be able to lose if you go negative with your cash!
So you’ll now face losing resources instead of brutally losing the game. That’s good but the final result is that you will actually have more chances to lose resources than before. That’s why we didn’t stop there and modified the bank donation mechanic too! Since the game got longer and more difficult, from now on the bank will save you from bankrupt not only once but three times! With this we want to make the game more forgiving and grant you the “three lives” chance that many old school games provide! You have to watch out, though, since every bank donation will be fixed and could end up not covering the entire debt you have! Should you still have negative cash after a bank donation, next day you’ll receive a new one (if you still have one). This will of course not grant to extinguish your huge debt, neither, but it will surely give you more time to recover!
Let’s now talk about the Brainwasher employee. Do you remember we buffed the Expert in our last update? Well, now it’s time for the Brainwasher to be buffed! With PMLoL we decided to make this employee much more useful than before by granting you the possibility to use his power in more “bad” situations! Since yesterday you could use him only if a customer doesn’t agree with your offer and goes away, but now you can use him also in the following situations:
if a customer forces you with a final and definitive offer
if a customer recognizes the fake you were about to sell to him (!!)
In both these cases the dialogue with the customer will start again, granting you a new chance to make a big deal (or to fool him)!
Maybe some of you have already discovered other useful situations where to use the Brainwasher… well, keep always in mind that Brainwasher power uses are limited per day and we didn’t changed them with this update, so even if you can use him in more situations, now more than ever you’ll have to carefully decide if and when to use him!
And that’s all with this update!
We really hope you like these changes, do not forget to let us know what you think here in the comments or in our Public Roadmap where you can also see that… “Geek items” pack and mythic rarity are coming!
Did you enjoy the great MUU? Yes? No? Well, in any case here we come today with a lovely new update called Better Life Adjustments Heaven or, as we use to call it, the BLAH! Can you guess what’s inside the BLAH? You got it: a lot of love, peace and great gifts for everybody! Since we realized the huge MUU was a bit too harsh we worked on tuning some mechanics here and there to make the overall experience much more enjoyable and less unforgiving!
Let’s firstly talk about the biggest set of adjustments that comes with BLAH: recurring characters! We knew they would have drastically changed the game experience, many of you liked them, some others didn’t and I personally think that’s a normal process in a game that is still in development. Nevertheless our goal is to make a game that everyone can enjoy as much as possible, so we decided to review all encounters developed so far and adjust them to have a smoother flow of plots and make the game harder to lose. As a result mostly all mafia encounters have been rewritten and redesigned, a few more encounters have been added and others have been modified to better fit the overall plot. We introduced some more reward you can get from encounters but most of all we enriched a lot of dialogues with new answers you can get only if you satisfy specific conditions, such as a specific employee, a skill higher than a value or reputation level. That’s right: the higher skills you’ll have, the more chance to get better options in dialogues! You can also use passive employees to increase your skills and get more answers so everybody go for them!
For what concerns reputation… all I will say here is: do not think that if you go criminal you’re losing the game, there are ways to win on both good and bad sides, you just have to find them out!
We are still evaluating the possibility to include a new option to completely remove all encounters but we think that with this update it won’t be necessary. We also think that encounters are a core mechanic in the scheme we have in mind for our game, so we would like to avoid implementing this option if not necessary.
Another set of changes introduced by BLAH regards the Expert! This great employee was a bit underrated so we decided to give him a boost not only by giving him a chance to recognize fake items during a quick estimate, but also by drastically increasing his estimating capabilities! Before BLAH the Expert used to make quick estimates based on a certain value of Competence defined by his level of experience which made low-level Experts quite inaccurate in their quick estimates and quite annoying when they often simply cannot give you any quick estimate of the item. With the lovely BLAH now Experts will always make quick estimates based on a fixed, high value of Competence, regardless of their level! The only limit here is the number of times a day you can use his power (which still depends on the Expert’s level). Oh, and keep in mind that a top high Competence could still give a little percentage of failures during quick estimates, especially on high rarity items, that’s why if you want to be 100% sure about an item value and authenticity you’ll have to assign that item to the Expert for a few days to evaluate.
That’s quite it for the Expert, but stay sure it’s not over yet with him. We still have a couple of nice ideas to increase their power even more, something will surely come in the near future and I must say… this is just the beginning of a big tide of love we want to give to all active employees (Restorer, Expert and Brainwasher) in order to make them a lot more powerful and useful! And this brings us to another big feature introduced by the BLAH…
How many times you desired to have just one more free Restorer to fix that damn item in bad condition before someone comes to buy it as it is (or before you get sick of keeping it locked in your inventory)? Well, from now on all Premium Dealers will get the possibility to hire two employees of the same type between Restorers, Experts and Brainwashers! Since all these employees can only be used a limited number of times a day, hiring more than one employee of a kind will increase the times you can use his power accordingly!
Wait, what about Lite players? We absolutely wanted to give some more love to them too, so we decided to listen to your suggestions and remove the video ad on the Brainwasher power! Now it’s free of ads like any other employee ability, definitely a great change for Lite players!
Last but not least, we continued to listen to your suggestions and made a big rebalance of late game item prices to make them more in line on what you would expect in a late game: average prices have been increased and trashy items have been greatly reduced! This will likely lead to a solid growth even at the end of the game!
We really hope you’ll like all these changes!
If you want to know what’s next, you can check our Roadmap but, to tell you in advance one big improvement, well I’ll say just three words: geek items pack!
Stay tuned and keep up the good deals!
To all Great Dealers out there: the time has come for a new era for Dealer’s Life!
We just released the 0.80 version and with it we make another huge step towards the game as we imagined it in the very beginning, with all core mechanics into place. Still more work has to be done in order to implement other contents we designed, but in this historic moment we can officially say that all major mechanics are now implemented and working fine!
As you can imagine from its name (yes, from now on we will name every update! 😀 ), the Mighty and Unforgettable Update (MUU from now on) includes a real ton of changes and awesome new features that will radically change the feeling of the game as a whole. Since this is a really huge thing, we worked hard to test as deeply as possible the new mechanics we’re introducing: three weeks ago we let our proud and glorious Beta testers the possibility to play with the first version of the MUU and they gave us their invaluable feedback about it. Thanks to their brave sacrifice we were able to understand what to tweak and what to add to make the game that it is now. I would like to ask for a minute of silence in memory of all the games that met an unexpected end during Beta tests, to give them the respect they deserve and thank our Beta testers from the bottom of our hearts.
*one minute of silence*
Now, let’s start with details about the great MUU!
Where to begin? Ok, I’ll start form the most obvious: recurring characters are here!
We all waited so long for them and now finally they’ll start visiting your games!
But what exactly are recurring characters? Let’s say they are special characters that are not the kind of customers you’re used to see in your shop: they don’t come to buy or sell stuff, they come to speak with you and make you decide your destiny in the game. With this MUU we’re introducing the first 5 characters: the Policeman, the Special Agent, the Mafia Guy, the Mafia Boss (Don Vito) and the Worker (actually he is a special guest from the future recurrent characters pack #2, he has just one encounter now). Each one of them can bring you new possibilities, challenges, choices to make, rewards and prices to pay for decisions you’ve taken during the game! Possibilities are countless and you must pay real attention to what you say to these people since they could be quite unpredictable and potentially lethal. That’s right: in some cases you could lose the game if you make the wrong move! And that’s what a lot of Beta tester did before some balance changes, here’s why our huge thanks to them!
With many characters and many plots going forward at the same time, it could be quite difficult to remember all the choices you took during the game, so to help you out we introduced a new subsection in the notebook and we called it “My Story”: you can find it in the section about your character. All major encounters, quests and decisions you take are registered in there, so you can check them at any time!
Since a big part of the fun is to discover all the plots linked to these recurring characters, I won’t spoil much about them, I’ll just say that the reputation system we introduced with version 0.75 (and a particular employee you may already have hired) are deeply connected to recurring characters… And I’ll say no more about it!
Ok, ok, I’ll also say that with recurring characters comes a new and shiny achievements pack completely dedicated to them!
Now let’s move on and talk about Google Play Games Cloud Save! We totally understand the need of it since it is quite bad to lose your saved game if you change device or go Premium, so we did our very best to provide it as soon as possible! With the MUU release is now possible to upload your saved game to the Cloud, so you can download it on another device or after you purchased the Dealer’s Life Premium version, or even use it as a backup!
Another really big change we made with MUU impacts the game’s balance: since many of you reported a quite short play time in order to finish the game we decided to make a huge series of adjustments to provide longer games and to align some prices/cost to recent items price changes. Now many costs, from skill increase to shops and even employees, have been modified to fit better during all the game time: the general rule we applied was to have much more expensive possibilities in late game but still maintaining the right challenge in early game.
With this new balance you’ll have much more things you won’t be able to afford at the beginning, so we also tuned the generation of offers in the newspaper in order to provide mostly affordable shops or employees according to your fame level. All these changes go along with the consequent balance of some winning threshold which have been greatly increased.
Last but not least, MUU also comes with new great improvements in music and graphics: you’ll listen to new tracks from the mighty and immense Kevin MacLeod, our first and only favourite composer, and enjoy some smart UI animations that will help you keep better track of cash flow, items and employees!
Is that all? Well, not really! We also implemented a new animation for the brainwasher power, auto language detection at first launch (which right now will detect Italian, the only localization implemented apart from English), a general sound optimization, new tutorial tips in the main menu and when the first recurrent character comes, a confirmation popup before leaving the game, an in-game notification when a new version of DL is available (with an option to enable it also for Beta releases if you joined our Beta)… and I’m sure I’m missing something, there’s really too much in the MUU!!
We really hope you like all the new content and the improvements we introduced with this update! If you do, you can be sure that the show is going to get bigger and bigger!
Stay tuned and keep up the good deals!
PS: if you want to contribute to the German, Spanish or French localization of the game, please contact us as these are currently under development!
Today we release a great update full of new mechanics and nice improvements!
Let’s look inside the box and begin with the nicest: new skin tones for customers!
Could you imagine? It came quite unexpected even for us, since it was actually a free time experiment and it came out working at the first try! Now thanks to this you’ll have nothing less than the world coming to your shop! Every customer now has his own tone of skin! It doesn’t affect anything in game but it’s a pretty effect that surely adds more variety, isn’t it?
We also made some little graphic changes to the visualization of the fame level to better fit the notebook page, now with the addition of a new great feature that I’ll explain in detail later because it’s huge and it deserves a dedicated speech… Let’s stay on graphics for now and say that in addition we introduced a nice message that pops up whenever you reach a new fame level, so you can better feel your progression in the game. Just to keep you informed!
With this release we also made another tide of balance to make late game even better, granting more rare and valuable items for your last three level of fame! Prepare for unbelievable deals!
Talking about balance, we also increased the average number of “shop for rent” articles you receive in the newspaper during the morning. These will let you choose between more shops each day, a good thing considering the increased number of shops available from previous releases!
And now, last but surely not least, here is the biggest: we made another step forward in the recurrent characters path with the introduction of reputation! What is reputation you say? Well, let’s say it represents how people see you. Are you an honest guy or a criminal?
Since dealing with counterfeits is against the law, reputation is hugely influenced by your choices regarding fakes. You should keep an eye on it and remember that reputation can cause different events to happen, and those aren’t usually good (well, actually some of them are good…)! With this release we introduced a first pack of special events related to reputation but the next and more important step will be the integration of the first four… I mean five recurring characters, as their plots are deeply involved in the reputation mechanic. I’m talking about the Mafia Guy, the Policeman, the Special Agent and a couple of other characters we haven’t revealed yet… But this is another story and I won’t tell you anything more about it, for the moment. Let’s just say that reputation is here and it will get more and more important in the near future!
Finally let’s talk about a small improvement: with this release we introduced the permission to write on the SD card and this should help solve some specific device issues. If you have Android 6+ you can accept it only if you have problems saving the game otherwise you can deny it without any consequences. This could also help when we’ll develop the possibility to import save game from Lite version to Premium version, although we will try to use Google Play Games for this flow.
With this we come to the end for this update! We hope you’ll enjoy the changes!
Stay tuned and keep up the good deals!
Today we’re releasing the new great version 0.74! We released it for Beta testers last week and we had great feedback, now it’s time to let all players enjoy it!
Usually we try to release new content every two or three weeks but we went a little bit late because we’re really working hard on many things at the same time, for example in the background we never stopped working on big things like recurrent characters and new localizations for the game. And today we’re releasing a real lot of new stuff, we hope you’ll like it!
Let’s begin with the great new Item Pack #3 including 16 new items! This time things have gone big since we went for cars and motorbikes!
We really would have liked to introduce them since the beginning, especially because they’re really expensive but we couldn’t find any easy way to balance them with the items already in the game without compromising the delicate relationship between prices, rarity and year of production. So we made a huge tide of rebalance for every item price in the game.
It was a big work indeed but it was just the first step towards a new era of longer lasting games! Many players have reported us that going wild with DL and playing it like there is no tomorrow could result in relatively short games… Since we simply love players that go wild with DL, we decided to second their secret desires and release a huge amount of late game content, all very shiny and expensive!
With this release we’re also giving a lot of love to shops! Version 0.74 comes with the great New Shops Pack including a new best shop for every district, with the best features and the highest price you can find! But of course that’s not all about shops: we also introduced a whole brand new luxury district, with four totally new (and really expensive) shops, as an exclusive to our Premium Players only!
Remember the tide of rebalance I mentioned before while talking about items? Well the same thing had to happen here with shops, since they’re linked to the fame level of your character and that in turn influences the game flow, altering the “quality” of procedural generation. By introducing a total of 7 new shops we had to redesign the fame level system in order to grant enough granularity to level progression to better feel the difference between shops and see the differences in new items generation. That’s why now we have nine fame levels and not just five as before! Every fame level has its own parameters for items (and customers!) procedural generation, granting an ever changing experience while you climb the fame ladder to reach the ultimate success!
Could you imagine? That’s still not all about game balance! We really wanted to give a good strike at it and we also made some changes to starting items generation in order to avoid exceptionally good or bad starts that could compromise the entire game. From now on all games will always start with one rare item, two uncommon items and two common items. As it was introduced in the last patch, Premium Players will also get an exclusive legendary item at the beginning of every game, but apart from that every game should now present the right amount of challenge since the very start!
Last but not least we also gave a little rebalance to all costs and prices, to better fit the new game economy.
Next big thing we made with this update is a new management of end of week ads in the Lite version of DL. Before this patch we had an ad showing out at every end of the week, it sounded quite fair to us but then we realized that a week in early game lasts much less than a week in late game because during late game there are much more customers coming to your shop every single day. Thus, a week in early game could last a few (real time) minutes while in late game it could last even half an hour. The consequence of this is that early game players see much more “end of week” ads than late game players. For this reason we decided to equalize the vision of ads for both early and late game players, showing an ad at the end of a generic day if a certain amount of real time has passed.
Finally, let me talk about my favourite argument: recurrent characters! I know, I know, it’s so much time we’ve been talking about it you barely believe they’ll ever come, but before you start throwing rotten vegetables at me, I can tell you that with this latest patch we introduced the last UI adjustments that were needed just before the introduction of recurring characters in the game. We shifted the customer at your desk a little bit on the right, to make him more centered in the screen and by doing this we gained a lot more space for the customer’s balloon and the three choice buttons beneath it, in the left half of the screen. Thanks to this we will not only have more space for recurring character speeches, but also more space for your answers, granting us the possibility to make more complex and deep dialogues!
Since this change required quite a work to rearrange things and modify animations, we planned to make it just before the actual introduction of recurring characters, so you can be sure they’re really coming… and you know what? I’ll spoil you the first chain of encounters with the first recurring character is already in the game! We put it in “sleep mode” in this version because we need to test it a little more, but is already there and will be available really soon!
I hope you enjoyed reading about all these changes!
Stay tuned for more updates and keep up the good deals!
Let me say it: today we’re releasing a ton of new content, you’d better prepare yourselves!
Let’s start with graphics: Item Pack #2 has arrived with 16 new items! The theme of this pack is skateboards and game consoles, toys that many of us love to play with! We really hope you like them! ;D
With version 0.72 we also made big changes to VIPs names. What is a VIP, you say? Well, we use to call that way people we link with items during procedural generation: gun belonged to Einstein, document signed by Madonna and so on, just to give you a couple of examples. We decided to second the humoristic nature of Dealer’s Life and go for funny names that can recall the real names they come from! The goal is to create a particular setting for the game, a sort of parody of the real world. It is a long term goal so new changes and content about this will continue to come in the near future!
As we were already working on VIPs names we also decided to drastically increase their number adding 40+ new VIPs! Now they’re quite a lot, it will take some time for you to discover them all!
Now let’s talk about what we did in response of some of your greatly appreciated suggestions! We made a couple of little changes to gameplay mechanics in order to give a better and quicker game experience.
First of all we changed the entrance animation: if you now select the option to skip the first customer animation, not only the first customer will appear directly at your desk but also other customers of the queue will appear directly in the shop. Should you quickly dismiss the first customer you won’t have to wait for the second to come anymore.
Secondly we altered the logic behind buyers. Remember those customers coming to your desk only to say: “Uh, I don’t see what I wanted to buy anymore. Well, farewell then.”? That occurred because we made the customers decide what item they wanted at the moment of their generation, which is at the very start of each day. Since it’s actually quite useless to have such customers in queue we went for another approach and removed them. You won’t see such customers anymore unless you actually do not have any sellable item in your inventory. Plus, now it’s possible for you to sell items you bought the same day, which is quite nice if you need to. 😀
To finally conclude this update, let me talk a little about Premium Version Bonuses. We actually desire to give the best gaming experience to everyone, but we sure know Premium Players deserve more love from us. Here at Abyte we’ve been talking about it for quite a long time since we, as gamers, know very well this is a delicate topic that could have heavy impacts on the overall experience. Eventually we decided to be prudent and to proceed by little steps here. Our first step comes with this new patch, in which we introduced a first big difference between the Lite version and the Premium version: from now on Premium Players will begin new games with double cash and a bonus item! Those will boost the early game quite a bit and grant more “freedom to buy“ in the very beginning.
As I said, this is only the first step towards the introduction of premium content, stay sure more will come shortly! The goal here is to give Lite Players a complete feeling of the game, granting almost every feature available in the Premium version, but also giving to Premium Players a much deeper and more varied experience.
And that’s all for… Oh, I can hear someone asking: “Hey, what about recurrent characters? I’m waiting for them! Where are them??”. Well they’re coming, just like the Winter XD Ok, just joking, they’re actually coming, I told you this was going to be a huge thing to develop and it actually is! Tanek almost finished the main engine that will manage all recurrent characters, while I’m writing down all encounters designs. It will be a lot of fun, I tell you that, but most of all once the engine is complete it won’t take long to see the first characters coming up! We have about ten different recurrent characters to introduce, with new features for the game, dedicated plots and mixed ones (that means involving more than one character), so it will take some time to put everything in the game. Expect all this to gradually happen during this summer anyway, so stay tuned!
We’ve finally come to the end of this update, I hope you’ve found something interesting here! See you for the next update and keep up the good deals!
Goooood morning Dealers!
Today we come out with the great new 0.67 version of Dealer’s Life! We took some time since in the background we’re working hard on recurring characters and on our steps into localization, but some great new content and features are here!
Let’s begin with the nicest: new items!! That’s right, we introduced a bunch of new shiny pieces for you to discover and to play with! The list includes cowboy hats, vinyl records, videogames and glasses. Keep an eye on them and watch for other news, we’re already preparing new ones!
That’s sure not all for what concerns this update: we also introduced a new feature in the inventory, giving you the ability to lock items you own during each morning. Locked items will not be on your shop’s shelves when you open the shop, in this way customers won’t ask to buy them. That’s quite useful when you want to perform tasks on items before selling them but your employee is already working on another item. No more customers uselessly coming just to be sent away!
We could have made a queue system to manage multiple tasks at a time (as some of you Dealers suggested in these last days) but we think this lock mode could be a good solution as it leaves the freedom to decide each time what item to work on next: some tasks could take long and during that time things could change, a queue you planned days before could not be the optimal choice anymore. Plus, this mechanic will become even more useful in the near future, when there could be more than one reason to hold a specific item in your shop, even without performing tasks on it… but that’s another story and I won’t tell you more about it, for now. ;D
Another big improvement we made is putting more articles on the Daily Journal. What for, you say? Well, more articles means more job offers! Since we introduced some more employee types in the game we think you should have more alternatives in choosing your favourite ones! And do not forget even more employees are coming, we will need more space for them!
Speaking about balance, we listened to your feedback and made a little change on random events that could occur during the game: you will now have no more permanent events! They all have been changed to long lasting events since it could be quite bad, while playing infinite mode, to have more and more permanent events that accumulate without the possibility to make them go away. Also, we limited the number of events you can have at the same time, now they can be 3 at most.
Of course both changes are not retroactive so if in your current game you already experienced some (or more than three) permanent events… well, we can’t change that but you won’t receive any more of them!
Can you believe? I nearly forgot to tell you about the biggest (at least in terms of development) improvement of this release: number formatting! All numbers in the game are now formatted and that’s quite pretty since they’re a lot more readable than before! Yay!
Right now numbers are formatted according to American standards but we already linked them to localization, so you will see proper formatting for your language when we release it.
And with this we’ve reached the end of version 0.67 update, I hope you’ll enjoy all these great improvements!
Today I will talk about strategy. That’s it: you need strategy to win this game. Dealer’s Life may seem a straight simple game at first but I can tell you it’s not. You can’t just buy and sell stuff hoping to make money from it, you have to fight for every cent you make and be wise enough to not waste money by taking bad decisions about new shops, tasks or employees.
The talk could be quite huge here, so let’s go fast and begin!
Golden Rule #1 – Haggling is not an option
First things first: haggling. Since the beginning of time, humankind has based it own prosperity on exchanging goods between each other… Ok maybe I’ve started from too far, let’s cut some boring introduction and say this: if you want to be a real Hardcore Dealer you will never let your customer go away without having spilled every single blood drop you can from him: if he wants to sell you something you estimate, say, $150 and he asks you $100, you will still offer him less. No fair business? Who cares, but you want to get rich, right?
If he accepts your offer it means you got what you wanted at a good price, and that’s good, but you know what? You still failed to make a really good haggle, sir. If a customer accepts your first counteroffer it means you could have been gone lower and probably he would have followed you. With a few more relaunches you could have reached an even better price.
On the other hand if you go too low with the counter offer your customer won’t follow you: he will get angry and stick to his offer, obliging you to come closer to him and making you lose a chance to lower the price.
So this is the difficult part: every customer has his own “window of acceptance”. If you go below that window you won’t get anything useful, if you go too high in that window you won’t get the best price possible. How to know the boundaries of this window, then? This brings us to the next golden rule…
Golden Rule #2 – Know your customers
Every customer is different and there is no fixed path of actions that makes you always get the best deal from every customer. You have to adapt the bargaining process to your customer. A good way to do this is stare at him and get some clues about his personality. Your Insight skill does help in this but keep in mind that your customer’s appearance isn’t just there so you can look at it for pleasure. If you’re smart enough you could eventually understand that certain details in appearance reflect in specific psychological traits, so one day you could end up recognizing them by merely looking at your customer! That will be a pleasure!
Ok, now you know your customer’s personality… but what for? How can it help you in haggling with him? Well, this is also a tricky part as you’ll have to figure it out. You will never get told that your customer’s lowest limit of acceptance for your offers is a certain amount, but you can get an average idea by knowing that:
greedy customers won’t move too far from their starting offer, and usually tend to be… well, greedier than other customers.
competent customers will look for the real price of the item they came to buy or sell, while not competent customers will easily shot a random price. This second case could lead to impossible haggling fights as well as epic deals. If you encounter a really not competent customer that is also not greedy at all, you could probably make one of the best deals you ever made if you push it well!
impatient customers have no time to waste and should you start from a too low offer they will easily quit the haggle and go away. You should be quite careful with them and do not exaggerate.
collectors are what you dream to have as buyers and what you’d happily avoid as sellers. They do not seem to have a sober idea of value for the items they own or desire, as they always overestimate every single thing.
This four points lead us to some clear conclusions: if you encounter a really greedy seller which is not competent at all and also an impatient collector you should check your real life luck, man, because you got the worst case ever. On the other hand, if you get a buyer which is a calm, not greedy and not competent collector you can prepare to shot ridiculous offers!
Golden Rule #3 – Employees are not shoes…
… That means you should not keep changing them all the time. There are tons of useful employees out there that could really help you out getting the most from your deals, but every one of them has a price that you pay every week and every time you hire a new one. That could lead to some serious problems especially in early game, when you don’t have much money to trash in bad decisions and second thoughts. Good experienced employees are expensive and not always available though, so it’s up to you to decide if and when to hire someone. Do not haste the decision, take your time to think about two or three employees that could help you most and look for them in the Daily Journal.
Here are a couple of tips you could find useful:
employees that passively provide some kind of bonuses may not seem as attractive as other employees like the restorer or the expert but the true thing is that, no matter what, they’ll always be “on duty” and provide their bonuses. The restorer could become idle if he doesn’t have items to repair, and the expert… well, the expert is actually useful even if he’s idle, so go for experts! XD
if you’re in early game think about hiring employees with a few experience: they may not excel in their job but hey, they’re damn cheap and are better than nothing, right?
Golden Rule #4 – The right shop at the right time
Shops are great: they provide you a big inventory, a bunch of working locations, they can even influence the amount of customers you can receive every day! The problem is their cost. They’re really expensive. If you move to a new shop too early you will sure have a new shiny look for your interiors and some more space to fill, but you could end up with no more money to invest in new items. Without them and without a good amount of items to sell in your inventory… let’s be honest: you’re ready to bankrupt.
Golden Rule #5 – Go with the flow
Last but not least, my favourite rule! XD
In Dealer’s Life you often cannot have what you want when you want it. To tell the truth, you more often get what you do not want right in the most irritating time. The Daily Journal is a damn paper thing that pops out mostly useless to bad news (this is a simulation game, we couldn’t make it any different, sorry for that…) and a far lot of sellers out there are eager to bring you their embarrassingly ugly and crappy trash with no value at all, just to make you waste your time. And what about those hatred accidents that happen too often and make you lose your only and most valuable item you just repaired in a week of hard work? That’s really bad… but that’s how life could be and how Dealer’s Life is: though! If you dream of your best game ever with that great shop and those fantastic, top experienced employees and all those legendary items to repair for ridiculous deals… well, you’ll probably be disappointed. My suggestion here, as many good dudes before me already said in far and near pasts, is to abide. Accept what comes and adapt. Take every little chance you get and try to make the best gain possible from it. If you look only for the best item you could ever encounter and ignore the “trash tide” of less valuable items you are actually losing money, because even from the littlest item could come a gain, if you perform well. That could sound like a lesson of life… and maybe it is, my friends, maybe it is…
Finally, let me give you a last tip: infinite mode is fun, but if you ask me, making a new game from scratch is surely better. Procedural generation is a wild thing: sometimes the game is way too easy and forgiving, some other times it brings you more than a trouble. If you found your game quite easy and fast to win (or too difficult and apparently impossible to win) I encourage you to give another try. I cannot assure you it will be that easy (or that hard) next time but surely it will be different! ;D
Thank you for reading all this, I hope you found some useful hints to better enjoy Dealer’s Life! And don’t forget to comment with your favourite strategy and your tips!
See you on our next update for the upcoming release and keep up the good deals!
We were eager to release a new version since we found out that some bugs on the game flow still persisted, so here we are! Version B:0.63 right on the way for all players!
We worked really hard on this: we tried to iron out the game as much as possible in order to make it stable and flawless. First we worked on code disabling multitouch capability during gameplay and making a better management system for customers queue dynamics, then we changed the animation of buttons that appear behind the customer’s balloon making it quicker and more polished. We are confident that these changes will increase game stability a lot and will avoid a good quantity of problems related to customers stuck at the shop’s table or “later” / ”not interested” buttons not working. This means there will be no more awkward situations with your customers, where you try to dismiss them but they want to stay in your pawn shop. This sounds familiar, isn’t it? 😀
Speaking about graphics, due to new devices with wider resolutions coming on mobile market we made some changes on resolution management allowing an optimal visualization of the game also for them! In addition, we added a nice pop-up animation for all windows in the game, we hope you’ll like it!
Finally we added one more tutorial tip to better explain the “selling a fake” case dynamic, because if you know how it works… you know how to exploit it! ;D
In addition, we changed the way tutorial tips are managed to have better visibility in case we add some more in the future. With this version you’ll see again all tutorial tips and you’ll be able to disable individually each one from the pop-up itself or just shut them up with a single tap in the options menu.
That’s all for today’s update but be sure something bigger is coming: we are already working on the new release, which will soon be available to our Beta testers, with new employees and better performances to allow a good playing experience also on devices with low resources.
But most of all… do you see that bad guy that peers from the bottom of the “In Progress” list in our Roadmap? We finally embraced the mission and started working on it… Recurrent characters, plots and quests are coming!
We’ve finally come out with a shiny new version of Dealer’s Life!
It took us two weeks of hard work but I assure you it’s worth the wait! We’re talking about many improvements in many aspects of the game, so take a seat and enjoy the reading of what’s coming with version B:0.60 !
Let’s start from the biggest news: an Expert revamp!
Many players reported the small use of the Expert compared with other employees with more useful abilities so we took some time and thought about new ways to use him.
We added the ability to ask the Expert a quick estimate of an item you are going to buy: a very useful feature as it helps prevent the cases in which you couldn’t estimate an item by yourself. And if the Expert has good experience it’s also a way to get better estimates than yours. But beware that this ability comes with a cost: you can use this ability a limited number of times per day and only if your Expert is not on duty with some item you already own, so you have to keep him available in order to have him around and ask him an opinion.
So, if you choose to assign him an item of yours to analyze, you won’t be able to ask for quick estimates but on the other hand you still get a new ability from him besides the usual precise estimate and identification of fake items: if the item the Expert is analyzing is a fake he will now give you a smart hint to help sell it without being noticed! I mean, you’ll still be noticed if you insist too much during the haggle but overall it will be more easy to sell a fake item without the customer having it recognized.
Plus, if you assign a task to the Expert he will now take less time to perform it!
Great improvements, huh? That’s why the Expert now costs as much as the Restorer…
We’ve just been talking about time, and here is a real “time improvement”: we changed the way the in-game date is displayed, so now you can know the week number and the day number within that week, meaning that you immediately know when you’ll have to pay weekly expenses.
Next big thing of this new version of DL is about UI graphics: we are working hard on performance optimization but we also want to make the game look as good as possible, so we used a new approach to UI graphics handling and reached a new level of polish, image definition and quality! This improvement also affects the quality of items appearance, we really hope you’ll like it!
And speaking about items, we improved more than 40 items to make them better and nicer!
Just to continue talking about graphics we added new graphics for employees!
As you know we already put some great graphics for employees with the last patch, but this time we added a new appearance for every level of experience of employees! Nice!
Finally we took some time to make a small balance of Luck (the in-game skill, not your luck 😉 ) weight during early game, just to make the game less unforgiving at the beginning if you have low Luck. No more deadly chains of events!
Oh, and of course we fixed a lot of bug with this version!
That’s all for now! Prepare for new great announcements in the near future!