Suggestion List Thread

  1. In the office #2 (after the garage), when I train an employee the stats of that employee are standing over the green training progress bar and I can’t see if the training will be over soon.

  2. The thing the employees do where they scratch the back of their heads or drink coffee is really annoying because when they do that they don’t generate Design and Technology points, thus reduce the quality of the game and sometimes I fail a contract because of that.

  3. When I press the ESC button to save or load or whatever the image of the game zooms in and zooms back out which looks very sluggish and you should fix that.

  4. The part where the percentage of Engine, Graphics, AI, Story etc. shrinks if I put too much stuff such as advanced cutscenes or other expensive stuff is really useless and I really don’t see why that should lower the game’s quality. Please, please get rid of that.

  5. The game gets extremely sluggish in office #3 when developing a game. I think it’s because there are too much bubbles floating around or something. Could there be an option to disable the bubble animations?

  6. There should be a warning pop-up if we are about to finish a game that has bugs because sometimes I have 0 bugs but just before I’m about to press the finish button an employee makes a bug and it ruins my reviews.

  7. Remove the constant pop-ups that the players get each time they cross the 500K, 1M or 5M milestone of unit sales.

Very good game though. Congrats.

This is some stuff that maybe is better for a sequel or expansion pack.

  1. All the Research Lab to have an option for Sport Licenses (parody of NFL, FIFA, NBA, etc) that give a huge bonus in sales for sport games.

  2. Allow the Research lab to have an option to be able to hire 2-3 extra employees so that you can have the chance to have a 1 Specialist for every category,(right now you can’t)

  3. Allow the Research Lab to have an option for BETA Access for MMO’s in that similar to magazines players give you reviews before you launch the game and have the ability to rearrange sliders + or - 25 % again before you launch the game ,(for a cost and some time of course).

  4. Collector’s Editions that increase first month’s sale extremely and add some Hype.

  5. New Custom Hardware like Toy Gun, Guitar, Fitness Gear (wii sports), Arcade

  6. Huge Campaign option (game gets in store promotion and midnight release party 5 million)

  7. Research Lab Option that unlocks after Convention called Electronic Gaming League ,(similiar to league of legends/starcraft aka a game tournament for your game)

  8. Research Lab Option for a GRID 2.0 to make more passive income, and can be based on an App Store.

  9. A screen that allows you to see the Top Games 20 of the year (similiar to GameBiz), and compete for Game of the Year

  10. Hardware Lab allows more customization similar to gameBiz that is still user friendly. You have to select from each screen a Processor, Graphics Card, Sound system, Memory, etc.

for user simplicity you can can make it easy on the users by listing making better stuff cost more :

C.P.U
900 MHZ Generico Chip (3 million)
1.7 Ghz Intelco Celebro (7 million)
2.3 Ghz Amada Qubix (19 million)

Graphics
64 MB Retro Uno (9 million)
128 MB Mvidia 700 (21 million)
256 MB Megaforce 8000 (32 million)
512 MB Cellcore Xtreme (43 million)

and up to 16 GB of video memory.

In the beginning you only have 3 choices but you can unlock better stuck by researching Blueprints or something.

  1. Maybe some futuristic consoles in the end game to allow the game to end at Year 50.
    Maybe a transparent screen mobile phone, a Google Glass Console, and more wacky ideas. you can also unlock 4D.

1 2. Maybe new Reaserch Lab option unlocked after AAA called Animated Series or TV Show that allows you to make television shows on your game (like Pokemon), that earns you more people at G3 and allows passive growth of fans.

1 3. After Animated Series/TV show is unlocked you get to unlock Merchandise which unlocks the Merchandise screen when you right click.

For an upfront fee you can sell Merchandise, and the more fans the more income you make.

Official Strategy Guide

Game Artbook

T-Shirts

Action Figures

Graphic Novel

Toys

Cereal Brand

  1. Allow Research Lab option to make your own Game Magazine and then late Gaming Channel.
1 Like

We should be able to create game competitions
More Staff!

I have several ideas:

  • You should add such a thing, which you have added to the holders of illegal copies. My point is that we should bother with piracy.

  • This idea above, as well as a few others (I do not have a concrete idea) should be in a “hard mode”. It would be more difficult, more demanding knowledge of the game from the gamer.

  • You should add a normal year (e.g. 1998), not only 1Y 2M 3W.

  • Multi platform game releasing

  • Designing Games Cover

Keep doing great work, You are 2 person studio, but You made better games than Ubisoft!

Agree with everything mentioned above (haven’t read all the posts but from what I read there are some great ideas).

The game is really great and has plenty of potential but a few gripes/ideas I have are (sorry if they are already been mentioned):

Gripes (not major ones but worth mentioning)

  • The number of characters allowed in game titles seems too small and is particularly an issue when making sequels or MMO expansions.
  • The sound options being reset, at least when playing in window mode. As much as I enjoy the in-game music there are times when I play my own music but after a short period of time the in-game music seems to come back on for no apparent reason.
  • The budgets allowed for R&D and such start at 3m but seems to drop down to 2.9m and lower after a period of time for no reason.
  • Speed between game titles - I think there should be an option to slow down how fast time goes in between projects as it goes extremely fast. Since I enjoy the early game much more than the late this might be more bias but I enjoy to take things slow (the problem only gets amplified as you grow in size) and I know plenty of people who have found this an issue also.
  • Year counter - Agree with above poster, if you were to include the actual year and the current counter it would be amazing.
  • 2D graphics still getting good ratings even 20+ years into the game, whilst I don’t see a problem with them for certain games I have tried creating all my games with the basic 2D engine (even of PS3) and get good ratings which doesn’t seem all that realistic. The original 3D engine seems to produce poor ratings also (not sure whether it was bad luck on my part or not).

Suggestions

  • Multiplayer - Compete against other players for game sales and market share (when you get to the console stage). You could add different game modes like within multiplayer such as cash amount, most fans or biggest market share with console.
  • Co-operative - Start up your gaming company with another player (can still start in a garage with 2 computers) and work together to achieve success. You could include different style offices and maybe even a fourth level and the a research ability to develop multiple (2) games at a time once the company is big enough and has a certain amount of staff (perhaps once each player has a subordinate) and the size of game product is on the same scale as single player.

Please don’t take the gripes the wrong way as it is only meant as constructive criticism, it is truly amazing with all things considered and better than 90% of the games I’ve played.

1 Like

Ideas and Suggestions:

  1. DLC for Regular Games
  2. More Handhelds(3DS, DSI, etc.)
  3. Release patches for MMOs and regular games monthly.
  4. Edit current engines instead of making a new one just to add soundtrack and stereo sound.
  5. Better descriptions for reviews.
  6. HD remakes of older games.
  7. Put games on more than one platform
  8. 4D graphics.

Suggestions:

Programming Language:

In the beginning you have 1 or 2 languages that you can choose. In “Train” there’s a section “Programming” that have languages that you can learn. Over time you receive updates about them that they are unlockable. To train one, you need to spend research points and a lot of money to train them. The ones that are the hardest and excellent for game development are the most expensive (200K for example depending on the level of the dev.) and needs more time to learn (2 months). Every language has a downside and a good side, for example Language A is good for simulation games but can cause a lot of bugs while Language B is good for RPG games but it can only hold 1 gameplay feature. Each update of a Programming language that you know costs more research and money to update with the newer one IF YOU WANT. They also change over time the suitable Gender for a game but not too much. If you are making a game and developer A knows language X and developer B doesn’t, that means that the dev. B will make few progress. Each five levels in a dev. unlocks 1 language to learn (starting from 1-5 level knowing 1 language)
l know it seems confusing but I think it’s a great idea and I personally think it should be in the game to make the game more complex and fun! :slight_smile:

Time Allocation for game development:

Sometimes in the beginning I make a game and it gets to 7 design and 6 tech. I think it’s pretty crappy and a time allocation would be awesome for people that have time and money.
How it would work you ask? Well I suggest that regular time allocation would be free. One month (I think) is the regular time to make a game. If you put more time into making a game you need to pay more (you know to balance the game) To allocate more time, these calculations are made:

l = level of a dev.
t = All the levels of all the developers summed. (l + l + l = t)
tan = time allocation number
100 = game balancing number to 2 months.
oam = optional and addiditional month = 50

t x 100 = tan = money required to pay for time allocation for 2 months.

for example I have 3 guys: dev A = level 5; dev B = level 5; dev C = level 4.
let’s sum all of their levels and that will give us: t = 1,4M
we do: t x 100 and that will give us tan=1,4.
Done! That’s pretty balanced I think. If he wants for example 3 months we do:
t x 150 = 14 x 100 + 1(oam) = 2,1M
Done! 2,1M Is needed to develop the game with 3 months.
I DON’T know how that would work with people that have sh**tons of money.

Changes and Improvements:

Years:
There should be an option that represents instead of Y5 to 1985.

Weeks:
Personally I think they are going too fast.

Game development:
There should be a cooldown at least of 3 weeks after publishing (not if trashing) a game. My brother suggests that it isn’t a good idea because most of the companies make games right after finishing one. :wink:

Multi genre:
They should be optional.

Fans and Money:
There should be an option to represent the exact number of fans and numbers. F.E: 2,1M --> 2,119,542

Renaming:
Custom engines and games should be renameable while they are in development just like what happened in Minecraft (The Cave Game —> Minecraft)
Reason:
Forgot to put the name. Custom Engines #31203123; Game #23

Viewing custom engine’s features:
Did you want to know the features that an engines you made a while ago and you can’t?

1 Like

What come to my mind, after spending several days playing and reading suggestions here:

  1. -Trends. Which audience prefers what in games. 2D graphic, better soundtrack in strategies etc…

  2. Different game genres. Hack&slash, FPS shooters etc… (action doesnt really says much)

  3. Game preferences. Like: “People want FPS shooters on PC” or “More racing games for PS2”

  4. More possibilites to reasearch instead constantly improving own engine. Make “internal research” on engine before making it.

  5. Datadiscs. Sequels aren´t good option everytime.

  6. MMO genre. With various payment options (microtransactions likely)

  7. Remake the game topics., theres many which doesnt really make common sense to be sold. Well its a game anyway but well.

  8. MORE SAVE SLOTS!

  9. Sorting Game Engines by platform

2 Likes

For now.

    • More genres/combos
    • DLC for games (for all not only MMO)
    • HD remakes (first games to new consoles :slight_smile:
    • Years to be little slower
    • More lab options,more engine stuff.

Thats all

2 Likes

Engine Royalties

I think you should be able to make your Engine licensable to other companies in exchange for monthly royalties or something. Much like Epic do with their Unreal Engine, although I think you pay a lump sum and your company can use it however much they want. I just think monthly royalties would be easier to implement.

Maybe this would be too much to implement into this game but if you ever make a sequel.

Loving the game so far!

1 Like

If this game ever gets a sequel or expansion packs, I think the following features would really serve to make the game more immersive and addicting:

  1. Educational aspects - I don’t know if there are legal issues here, but I think there should be links to wikipedia that talk about the history of gaming as you encounter it in the game, and more references to historical events like the game already does a great job with. For example, the 2D Graphics V1 should show me some sample images of what that may of looked like and what games used the technology
  2. Expansion packs, and then DLC later on. I didn’t see any of these. Expansion packs were the predecessor of DLC.
  3. Adult should be another option to pick like Casual.
  4. Pick up and translate games from overseas: see also: Working Designs.
  5. The ability to design your office and the features inside it.
  6. Offshoring work. H1 Visas. The controversy over that.
  7. More content and focus dealing with obtaining licenses for things [ie, to make a Star Wars game, you need to obtain a Star Wars license].
  8. Split your company into multiple divisions
  9. More random events
  10. More choice/configuration for consoles. I want to make a mobile console
  11. More focus on the piracy issue which especially for non consoles was an issue
  12. Console mascots! EG Mario, Luigi, Sonic, Crash Bandicoot
  13. No fighting games? Fighting is a big genre in gaming
1 Like

Here are some of my suggestions.

  1. Add mod support
  2. Add some difficulty settings.
  3. Add more to the story.
  4. Add co-op support.

This is not a suggestion for the game but for the devs.

  1. Maybe get some more employes.

Reasoning for the suggestions.

  1. May take some stress off of the devs, and it would be cool to have some community designs.
  2. I think the game is just to easy.
  3. The story is to short.
  4. I like playing with people not just by my own.

Reason for the suggestions to the devs.

  1. You would be able to fix problems a lot quicker. (I would volunteer)

I was informed that here is an Suggestion thread so I put in my suggestion I had before in a single post. I don’t know witch of these is noe repeating others or so.

Hi there,

I would love to see other developer in the game, like other Teams (NPCs or Multiplayer or your own Ghost like in Racing games) witch also bring out games on the market.

E.g. Team AXO releasd a Fantasie RPG called “Final Reality” and makes it to number one on the market with a 9+ rating and Team PLAYER (yourself) is releasing an own Fantasie RPG maybe called “First Fantasy” shortly after or before so both are on the market and the better one will get more of the market. So if your game faild in ratings and only get 5 or 6 than your game will get only very few sales because everyone else is buying the other game.

and the other way round. If in years on one brought out an Horror action game and you are developing one so all the Horror action Fans out there will looking for your game to satisfy there need. That could create a good Hype for your game even with very small marketing.

I want to say that the game looks very static, every playthougth feels the same with the consols showing up the same time over and over again. but what when no one is making games for the Playsystem or the Gameling. why should people bye it then? it would be great if the marked reacts more on what you do and what maybe NPCs or other player (or your ghost) do.

Blockquote[quote=“Dexter, post:20, topic:1105”]
The part where the percentage of Engine, Graphics, AI, Story etc. shrinks if I put too much stuff such as advanced cutscenes or other expensive stuff is really useless and I really don’t see why that should lower the game’s quality. Please, please get rid of that.
[/quote]

for that it would be cool to increase the time the game need to be develope. so like when you get 90% on sound the sound needs 10% more time to get done. and when you have a lot of %s adding up it can realy make an impact on the time.

on Question here can Hype lower over time? if not, it should. I had that with Supreme Commander. I was like WOHAH an 18m high Spider-robot (after seeing Game One about it) but I forgot it because the release took too much time (for me)
and the I got it for 10€ much later.

So I think when % adds up to hight the Hype lowers because of long develope time.

1 Like

Loving the game so far. My only criticism is that it seems to have a very “consolistic” approach to the history of gaming, as if (other than the “eternal” platform, the PC) gamers only used computers (such as the “Govodore 64”) while consoles weren’t available, and once the “TES” was out, they moved on and never looked back.

In Europe, for instance, from 1980 to the early 90s, gaming was dominated by computers such as the ZX Spectrum, the aforementioned C64, the Amstrad CPC, and later the Atari ST and the Amiga. The NES, Master System, Megadrive/Genesis and SNES were sold, but were never as popular. It wasn’t until the Playstation that consoles surpassed home computers in terms of popularity. Even in the US, computers such as the Apple II (where franchises such as Prince of Persia or Ultima began their lives) shouldn’t be ignored. And even in terms of consoles, where’s the Atari 2600? Are GDT’s creators that young? :slight_smile:

Other suggestions:

. in real life, text adventures were commercially successful from the late 70s to at least 1987-88. In GDT, they stop being viable way too soon, I think.

. the default game speed is too fast. You blink and a system is introduced, is popular, and stops being sold.

I would like to know what kind of hardware the consoles are using so that I, and you, can make a more balansed console during that era.

I think you should add:

A sandbox mode:
where you have infinite cash or maybe cheat codes for the game.

hacking:
so you can hack other companies for cash.

Fan ideas:
so fans can send ideas for other games.

That’s all I can think of. I hope you add these ideas into the game.

[note: if any of these ideas have been mentioned before, I apolagise for repeating them]


Idea #1: Collaboration with studios you’ve already founded.

Essentially, the ability to have multiple studios collaborate on large and AAA projects. They would be given separate parts of the game to create, just like staff members.

This could also sharing engines and transferring money between studios.
Oh, and the ability to become a publisher and then be able to found studios as that publisher in the same game.

[note:This, afaik, is really hard to even lay foundations for, and for a completed game, this probably would be too much work, but it’s just a suggestion]


Idea #2: Not automatically defuncting games.

I found this feature annoying, as IRL, this isn’t true. My suggestion is instead of automatically doing it,have it run it’s normal course of sales as a named product, then have it’s profits decrease and it be put into a “old games” section, that at the end of every week or month, adds a small amount of cash (10-5k, depending on rating of the game) per game in the “old games” section.

[note: Sorry for wall of text]


Idea #3: Income/Costs graphs or spreadsheets.

Essentially, just a spreadsheet or graph or some visual representation of your income and costs, so you can see if your currently making a profit in that month.


[note: This last one has most likely been mentioned already, but it’s too important not to mention.]

Idea #4: Pause Button!

Does what it says on the tin. Pauses game play but allows you to still interact with things, such as ordering training started, vacations, firing, marketing, and all that stuff. This is to make the game more fun, because losing important time that can save you from bankruptcy is really annoying.

Instead of a pause button, a slow time button could be used, doing what pause does, but allowing time to pass slowly.

1 Like

I don’t know how people don’t notice this: when the development is about to be finished and you have 0 bugs, if you don’t press the finish button and wait a little more to collect extra D/T points, the hype will slowly decrease.

No actually a lot of people know that.