Here's the latest shop mockup!

I'm really happy with the shop now! There's enough little details to keep you interested for quite a while, yet it's not too busy for your eye, and won't distract from the gameplay. I think there's still a couple little bits I want touched up, but this is pretty damn close to final, with the exception of the new ice cream freezer and counter which isn't in yet.
The various bits of decay and some things like the menu on the table will be added/removed as the gameplay progresses. I'm also considering the possiblity of having the rat move about the scene, and having the rat hole get boarded up and have the rat dissapear until the next shop. He could appear down by the spilled ice cream poking out from under the bench, or over by the trash can, and back at top flipped around and more to the right. I think it'd be fun. :-)
Here's the latest on how the gameplay will work, pasted from an email to the artist:
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When a customer enters the shop they appear in front of the counter in a puff of smoke. Multiple customers will stand in front of the counter at once, side by side. A second row may form behind the first, with the customers between the customers in front, so one less customer will be in the back row than the front row.
Thought bubbles will appear over the customer's head when they order. They will raise their finger, and their mouth will open. The "smile" mouth may be used for this.
I have not yet decided if the customers will order one item at a time, or display a picture of a completed cone, but I'm leaning towards the completed cone right now.
The player will then click on the ice cream and other items in front of them to complete the order. A number will appear in a circle over each item clicked. This "stacks" actions.
The player sprite will complete each of these actions in order.
When the ice cream is done (or before then because it is just another action that can be stacked) the player would click on the customer whose ice cream they have made. The customer then dissapears in a puff and then reappears in a puff in a line in front of the cash register.
The player can serve whomever they want, in whichever order they want, and some customers will be more impatient than others, becoming angrier more quickly, so the player will have to identify these customers and get to them first.
Also, because the customers will line up in front of the register, the player can choose to wait to serve multiple customers at the register at once. This may help them complete the action more quickly because they won't have to move the mouse as much for each step. Customers standing in line will get angry only half as fast as customers waiting for their order because they already have their ice cream and are eating it while in line. (I don't know if we're going to animate that but that is the idea anyway.) This in addition to the speedup will give the player reason to let people line up at the register before getting their money all at once.
For customers in line at the register, the customer in front will be the only one they can serve, so they have to serve them in order. The customer will hold out their money, the player clicks them, then the register, then the customer again. This completes the transaction. I may mix things up a bit by having some customers give exact change, so there will be no third click for them.
I think maybe we'll want to have a dollar sign or something float up from the register then the player completes the transaction, and maybe have coins and/or a bill fly from the tip jar on the screen to a tip jar at the top of the screen with the amount in tips the player has when they get a tip. I find these sorts of animations make a game more fun.
I'm thinking also that we might also want to have some different mouse cursors depending on what the player currently has the mouse over. So if the player is over the ice cream, they see an ice cream scoop, and if the player is over the cash register, they see a hand with index finger outstretched. It is possible that we could have the ice cream scoop cursor display the current color of ice cream the scoop contains if it turns out that the gameplay needs to work in such a way that the player has to click on the player character to actually add the ice cream to the cone.
I mention that last bit about clicking on the player to add the ice cream because I still haven't worked out how we're going to handle the player character getting in the way of the mouse, and I also am not sure yet what would be most fun. Either we have the character animate scooping the ice cream out and flipping it through the air, or we have the ice cream appear on the mouse cursor and then appear on the cone the player character is holding when the player clicks them. This would add another action the player needs to chain with the others, which could make the game more fun. Also I could make it so clicking a customer when in this state puts the ice cream on their head which would anger them and make them leave. :-) Setting the game up like this, where the player has to click on the player character would allow me to place the player character between the register and the ice cream when they are not doing anything else. But then you wouldn't see them move around much except to move over to the right of the register when at that station.
Hm... I could alternatively have the player character stand there out of the way, but when the player clicks the ice cream the ice cream appears in the character's scoop and on the mouse, but that might be confusing. But if I did that then clicking them would make them flip the scoop onto the ice cream. They still wouldn't be moving around much though. It might be really important to have the character move around and animate a little to make the game fun. More important than being able to put ice cream on customer's heads or have one other item the player has to click to complete their task. Hm.
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As you can see, I've fleshed things out more and have a much better idea of how the gameplay will flow. The only major thing still bothering me is what to do with the player character.
Oh and that area above the shop will be where the score display is overlaid, so there might be a tip jar in the upper right hand corner, and the current profit and customer tally on the left.
I'm starting to convince myself that this might actually sell. I was getting a bit depressed with the blue shop before because it just wasn't fun to look at, but the current incarnation is a lot of fun to look at, and if it's fun to look at, the gameplay can only make things better. :-)

I'm really happy with the shop now! There's enough little details to keep you interested for quite a while, yet it's not too busy for your eye, and won't distract from the gameplay. I think there's still a couple little bits I want touched up, but this is pretty damn close to final, with the exception of the new ice cream freezer and counter which isn't in yet.
The various bits of decay and some things like the menu on the table will be added/removed as the gameplay progresses. I'm also considering the possiblity of having the rat move about the scene, and having the rat hole get boarded up and have the rat dissapear until the next shop. He could appear down by the spilled ice cream poking out from under the bench, or over by the trash can, and back at top flipped around and more to the right. I think it'd be fun. :-)
Here's the latest on how the gameplay will work, pasted from an email to the artist:
---
When a customer enters the shop they appear in front of the counter in a puff of smoke. Multiple customers will stand in front of the counter at once, side by side. A second row may form behind the first, with the customers between the customers in front, so one less customer will be in the back row than the front row.
Thought bubbles will appear over the customer's head when they order. They will raise their finger, and their mouth will open. The "smile" mouth may be used for this.
I have not yet decided if the customers will order one item at a time, or display a picture of a completed cone, but I'm leaning towards the completed cone right now.
The player will then click on the ice cream and other items in front of them to complete the order. A number will appear in a circle over each item clicked. This "stacks" actions.
The player sprite will complete each of these actions in order.
When the ice cream is done (or before then because it is just another action that can be stacked) the player would click on the customer whose ice cream they have made. The customer then dissapears in a puff and then reappears in a puff in a line in front of the cash register.
The player can serve whomever they want, in whichever order they want, and some customers will be more impatient than others, becoming angrier more quickly, so the player will have to identify these customers and get to them first.
Also, because the customers will line up in front of the register, the player can choose to wait to serve multiple customers at the register at once. This may help them complete the action more quickly because they won't have to move the mouse as much for each step. Customers standing in line will get angry only half as fast as customers waiting for their order because they already have their ice cream and are eating it while in line. (I don't know if we're going to animate that but that is the idea anyway.) This in addition to the speedup will give the player reason to let people line up at the register before getting their money all at once.
For customers in line at the register, the customer in front will be the only one they can serve, so they have to serve them in order. The customer will hold out their money, the player clicks them, then the register, then the customer again. This completes the transaction. I may mix things up a bit by having some customers give exact change, so there will be no third click for them.
I think maybe we'll want to have a dollar sign or something float up from the register then the player completes the transaction, and maybe have coins and/or a bill fly from the tip jar on the screen to a tip jar at the top of the screen with the amount in tips the player has when they get a tip. I find these sorts of animations make a game more fun.
I'm thinking also that we might also want to have some different mouse cursors depending on what the player currently has the mouse over. So if the player is over the ice cream, they see an ice cream scoop, and if the player is over the cash register, they see a hand with index finger outstretched. It is possible that we could have the ice cream scoop cursor display the current color of ice cream the scoop contains if it turns out that the gameplay needs to work in such a way that the player has to click on the player character to actually add the ice cream to the cone.
I mention that last bit about clicking on the player to add the ice cream because I still haven't worked out how we're going to handle the player character getting in the way of the mouse, and I also am not sure yet what would be most fun. Either we have the character animate scooping the ice cream out and flipping it through the air, or we have the ice cream appear on the mouse cursor and then appear on the cone the player character is holding when the player clicks them. This would add another action the player needs to chain with the others, which could make the game more fun. Also I could make it so clicking a customer when in this state puts the ice cream on their head which would anger them and make them leave. :-) Setting the game up like this, where the player has to click on the player character would allow me to place the player character between the register and the ice cream when they are not doing anything else. But then you wouldn't see them move around much except to move over to the right of the register when at that station.
Hm... I could alternatively have the player character stand there out of the way, but when the player clicks the ice cream the ice cream appears in the character's scoop and on the mouse, but that might be confusing. But if I did that then clicking them would make them flip the scoop onto the ice cream. They still wouldn't be moving around much though. It might be really important to have the character move around and animate a little to make the game fun. More important than being able to put ice cream on customer's heads or have one other item the player has to click to complete their task. Hm.
---
As you can see, I've fleshed things out more and have a much better idea of how the gameplay will flow. The only major thing still bothering me is what to do with the player character.
Oh and that area above the shop will be where the score display is overlaid, so there might be a tip jar in the upper right hand corner, and the current profit and customer tally on the left.
I'm starting to convince myself that this might actually sell. I was getting a bit depressed with the blue shop before because it just wasn't fun to look at, but the current incarnation is a lot of fun to look at, and if it's fun to look at, the gameplay can only make things better. :-)