Sold 5 of the same robe in 5 days to the same guy. He might want to consider cleaning his clothes instead of just buying new ones every time they get dirty.
One would think that buying an item from an adventurer should increase their affinity. Also, that 75% chance sometimes feels like it has a significantly lower than 75% success rate (but I know probability is not totally predictive).
I'd like to live in a world where being told to wait for an entire day makes a shopper less upset than being told that a store doesn't stock something.
These items must break easily, given how often the same customers come back for the same item. You'd think they'd stop coming to the shop that apparently continues to sell them shoddy items.
How nice that the last customer to enter the shop offered to sell something for which I did not have enough money, with no possible way to obtain any more.
It's ambiguous when upgrading a feature that says, for example, "Increase gold gains for selling +24" whether that will become a new total bonus from that feature or if it adds 24 on top of the previous bonus. Could be reworded for clarity to something like, "Increase gains BY +24" or "Increase gains TO +24."
I think there may be a problem with scaling the difficulty of levels, considering that a perfect rating requires the same time to complete regardless of which level it is. The levels don't seem to get genuinely harder and I completed most of them with the same basic unit.
The buried treasure mini-game is a little perplexing. Do the numbers on chests suggest how far away the golden one is? If so, diagonals count as one space, which is ambiguous.
Once the loan is paid off I really would have liked items just to sell automatically. It seemed like absolute time-wasting to keep clicking "open shop" until they were all gone.