u/Ok-Inevitable-886

How do you keep customer needs, preferences, and item tags from becoming tightly coupled?

I'm working on a small potion shop sim where each customer has:

- a specific problem they want solved

- personal likes and dislikes

And each potion has:

- effects that solve certain problems

- an element

- a category

The issue I'm running into is that every time I tweak one part of the system, a bunch of other parts start drifting too.

For example, if I adjust a potion so it better solves one customer problem, it can suddenly affect:

- which customers it feels valid for

- whether that customer's likes/dislikes still matter enough

- whether element/category tags are doing useful work or just adding noise

- how many potions feel too similar

I'm still early, so I'm trying to avoid locking in a structure that's already too tangled before implementation really starts.

For people who've designed systems like this before:

- How do you usually separate "solves the customer's problem" from "matches the customer's taste"?

- Do you prefer a tag-based setup, a scoring model, or something more explicit?

- How do you keep item identity clear without every variable interfering with every other one?

I'm not really asking about final balance numbers yet. I'm more trying to figure out the cleanest structure for the system before I lock too much in.

If there's a common pattern for separating "problem solving" from "taste matching," I'd especially like to hear how you model that.

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u/Ok-Inevitable-886 — 5 days ago

Devlog #1 - First-time game dev already stuck untangling customer and item logic

I'm a regular office worker with zero coding background, trying to make my first game after work with AI helping me with the code side.

It's a small cozy shop sim where you run a potion store and try to figure out what each customer actually needs so you can recommend the right potion. No combat, no romance, no decorating. Just a simple cozy loop.

Before touching any code, I spent most of my time figuring out the design with AI and writing everything down:

- the economy

- all 20 customers

- their likes, dislikes, and needs

- potion recipes and progression

The biggest surprise so far has been how interconnected balancing is. Change one number and suddenly a bunch of other systems need to be adjusted too.

One thing I'm already getting stuck on is how to keep the customer/item logic from turning into a mess.

Each customer has a specific problem they want solved, but they also have their own likes and dislikes. Each potion is supposed to solve certain problems, but it also has its own element and category. So every time I tweak one part, a bunch of other stuff suddenly feels off.

If you've designed systems like this before, how do you usually organize it early on? Is there a good way to structure customer needs, item tags, and preferences without the whole thing getting messy every time you change something?

What I've finished so far:

- full design docs for the core systems

- all 20 customers designed on paper (first draft)

- full-body concept art for every customer

Here's customer #1, Mira:

https://preview.redd.it/j7r46wvw8fah1.png?width=969&format=png&auto=webp&s=c1aa1c48ea7987dbcd115ea5fee0e32aa86aff29

Mostly posting this to keep myself accountable so I don't quietly drop it halfway through. Planning to update once a week if I can keep it going.

If anyone else here started from zero and is building with AI help, I'd love to hear how it's going for you.

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u/Ok-Inevitable-886 — 6 days ago