You should read Tipa’s posts first!
I wasn’t going to do a blog post about Recettear since I figured other sites would cover this sweet little import better than I could. Sites like Siliconera and RPS (and Tipa, of course).
But then Victor Stillwater expressed some hesitation about the game because he’s not great with sims. I’m not either, and I’m loving Recettear so I wanted to re-assure him.
The basic setup of Recettear is that every day is broken into 4 segments. For each segment you can run around in town buying stuff to sell, or open your shop to sell stuff, or you can go dungeon-diving (which takes at least 2 segments and at times more). Every week or so, you have to make a payment to your friendly neighborhood loan shark, or it’s GAME OVER.
Tipa says she’s met great success doing smart deals via buying items in town and re-selling, and doing “Fusions” (crafting, basically).
As for me, I cannot resist the allure of a hack & slash dungeon crawl. I head to the dungeons whenever I can.
Which probably has something to do with why I’ve lost twice, once in week 1 and once in week 3.
But losing is not the end! When you lose the game, you get a Game Over screen and then you ‘wake up from a dream’ on Day 2 and can try again. When this happens, you’re back to having 1000 pix (gold), but you have the inventory you did when you lost. You also keep your Merchant Levels and your adventurer(s?) keep their adventure level.
That makes things easier the next time around (the game calls each try a ‘loop’ so I’m on my 3rd loop now). And in turn makes Recettear the kind of game anyone can play, as long as they don’t mind replaying some parts. I love games like this!
Each time through not only is your character ‘stronger’ but you’ll have learned something. Like when the News say there’s a cold snap, stock up on hats and scarves. That’s what killed me in my second game. Weapon prices dropped and I bought a TON of weapons with the intention of selling them when prices rebounded. But the cold snap came and no one wanted weapons; they all wanted hats and scarves. Next time, I’ll know what to do when the cold snap comes!
I also love the almost ‘rogue-like’ aspect of dungeon crawling. Once you head into a dungeon the only way out is through a door that appears once every 5 levels. If you die, you lose all but 1 of the items you’ve collected (though unlike a true Rogue-like you don’t lose the experience/levels that you’ve earned). Before that door there’s always a boss. So there’s always this balance between hanging around getting items & experience (monsters respawn but treasure chests don’t), and getting to that 5th level, the boss and the door quickly, before you run out of health and the food that restores it.
As I said, I find it really fun and sometimes I’ll spend the entire 4-segments of a day in a dungeon. That means I don’t sell anything and if I die, I don’t gain much to sell either. Which is why I get stuck when it’s time to pay off my debt.
But so far, I don’t mind. It’s a neat ‘secondary’ way to play the game.
For $20, I’ve already gotten my money’s worth out of this game.
So here’s my tip: If you know you aren’t going to be able to make your loan payment, stop selling stuff. You’ll just lose your pix during the game over, but you won’t lose items. By picking everything up you can start the next loop with a full item shop!
Thanks for the tips. I read RPS and Tipa earlier, but knowing that I can just keep repeating the game using dungeon crawling makes it more my thing. 🙂
No one wanted my damn pot stand that I dragged back from the dungeon when my adventurer died! Blast them picky shoppers! *shakes fist*
Oh, also, for someone like me who dislikes over charging for ANYTHING this game is really difficult >< But so fun!
I’ve read that charging the 130% or so the Guildmaster suggests isn’t really a good idea. Each buyer has an ideal price point (and a budget, so even if they want that high-end weapon and would be willing to pay 115% for it, they may not even be able to afford the base price), and pushing them past it might be profitable in the short term… but they won’t be happy with you and you won’t gain as much merchant level XP. It seems it’s better to build a reputation with decent prices (not even as high as the 130%) and profit off of popularity in the long term.
@stargrace: I know what you mean. Especially the old geezers and the little girls, they are extremely cheap! However, what you can do is hold on to the pot stand for a little while. In my first loop one of the geezers made an advanced order of two treasures, and the pot stand just so happens to fall under it. After haggling with that and a thankful statue, I made out with over $25,000 from the same guys who won’t spend more than $1300 for a $1200 longsword.
General Advice: Fusion items are where it’s at. More often than not you’re not going to find really good stuff in the dungeon, but the materials you find are very important. Use fusion to create new items as early as possible and rake in the dough.
@Tesh: Completely agree. I found out the hard way that the customer liking you is far more important than making a few hundred pix off of them. Plus, if you manage to sell multiple items in a row without scaring a customer off, you can earn way more experience. This is especially true with the Just bonus, which you earn from selling an item without actually haggling (The item is presented, you give the customer a price, they buy the item).
Sorry for the long post, but this game is awesome!