It would require a customer queue. Honestly, I’d settle for even just a system like Potionomics, where you have external factors that affect generic prices for supplies and sales, and can try to haggle for a higher price. There’s no roadmap for the game though, so we don’t even know how much of it’s going to change aside from “more trinkets” and “quality of life changes.”
I had this on my list up until it released in early access. The concept was what caught my eye, but there’s just not much there.
There is no fail state. A customer appears, says they want something, and if you don’t have it in your inventory yet (or even if you just don’t want to sell to them), they will wait literally forever. You can’t haggle with them over price, even though you can say no to their price. They just say they’ll wait, and they will. Forever. No new customers will come.
The game has a set amount of time slots per day to clean and discover new items, but because you don’t have any requirement to sell, customers never leave, and you have an endless supply of trinkets to work with, the time slots mean nothing.
And the game’s gameplay of uncovering trinkets is fun at first, until you realize that you won’t get anything really different. It’s going to be the same repetitive puzzle over and over, and then scrubbing every inch of it to clean it until you finish. It could have been somewhat zen, but it takes so long for each one that it’s just frustrating.
I know the game just came out and it’s unfinished, but it’s in a state they feel comfortable asking for money for. It’s fun for maybe the length of the demo, but I didn’t even make it to the end of that without uninstalling it. There’s just not enough in the game, and zero pressure or management.
I like collecting achievements, so if it’s a requirement, I usually do. The last one was Silent Hill 2, which kind of doesn’t count. You start with nothing, and the only difference is that items appear when they weren’t there on the first run. I’ve done the FromSoft Soulsborne games, but Elden Ring had so much content that I had to take a long break before going back. The ones I’ve enjoyed most though are games that have upgrade systems that you can’t complete without a ton of grinding, like Ratchet and Clank (plus NG+ has the RYNO). They just can’t be super-long. I’m probably never replaying Persona 5, just because of the time commitment.