Okay! Things have been going smoothly so far (I know I'm jinxing the hell out of it just by typing this...)
We're barreling ever-towards the Dec 10th deadline. As of now, we don't yet have art and it's making me a teeny tiny bit nervous but I have faith in our art team.
Eric, whose handling our narrative and dialogues, has banged out some really nice dialogue. I'm forever blown away with how skillful writers can be when breathing life into words on a screen. It's kind of crazy!
Remember everything I post about Salt of Man is work in progress and will likely change.

The first customer you encounter's in the game - gives you your request - and you can finally begin the game behind the counter of your own shop. I've already run into a fun design exercise... What exactly do you do now?
I don't really like the idea of having a whole swath of buttons. In fact, the buttons that ARE in the shop, I'd like to swap out with clickable elements to invoke that feeling of old point-n'-click games. A nice test of this is an element that you straight up can't miss - that's front and center in your shop - the door!

Bright yellow highlights will likely get our artist to come knock my door down and give me a nice talkin' to, but it is a huge unmissable element that tells the player "hey, you can click on items!"
This takes you to the Landsedge map where you can move to locations you have unlocked. For the MVP, we're unlocking the Farm - where Wilhem resides - and the Market. We're giving the market a chance to shine even though we're giving the player more than enough ingredients to take care of Wilhelm's request in an effort to ease the player into introducing the characters within Landsedge.
I've got a lot more to do this week so I'm going to stop here!