A few ideas and thoughts for the future

I really am enjoying this game but there are certain aspects that frustrate me to the point where it seems like the lack of information is hindering my progress. So, with that in mind here are a few ideas I hope you guys will consider for your next iteration.

  1. I don’t understand why genre research needs to be unlocked - as it is, the current way they unlock seems a little off. Why do I need to research MUSIC only to unlock the VAMPIRE category? It makes no sense whatsoever. I would rather see all genres unlocked right from the beginning and let the player pick and choose which areas their company is to focus on.

  2. There needs to be some better explanation of particular engine upgrades because right now, they don’t really say a lot on their own. What is the benefit of having an open world game for example, which genres benefit the most from it, etc.

  3. There should be limitations per platform. For example, making a Game Boy game with Mouse support just doesn’t make any sense but in this game it’s actually possible. Does it actually ADD anything to the game? Who knows.

  4. While we’re at it, no “light gun”? That seems like something that should be there if you already have Steering Wheel

  5. Reviews don’t provide enough feedback to educate the player on what they may have done right / wrong. I am hoping for a more robust “review” system where players get proper feedback on what developers liked, and what they didn’t. As it is, I can’t tell why my game will score a 4 or a 9 at all.

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TLDR:

  1. Disagree.
  2. Agree.
  3. Agree.
  4. Agree.
  5. Agree.

And:

  1. I do appreciate to have a profit counter for my game engine, to see if they was profitable, and a better detailed financial report, maybe once a year?
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I completely agree with #5. I just played through the demo, and it got me to buy the full game. But what bugged me about it was that in year 4, I suddenly hit it big with “Parrot Island”, a pirate adventure game for the NES that scored a 9.75 review and grossed over $2M. Then for my next game, “Game #10” (yeah, I forgot to name it), I invested in tons of new research and a fancy new engine in order to create a shiny new Game Boy game with lots of features. I managed to get it out the door just before the demo ended, and – it was a complete flop, my worst game of the entire demo. What made Parrot Island so spectacular? What made Game #10 so terrible? I honestly have no idea.

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Agree with komradstudios, and I would like to see percentage info the bar under sliders when developing games, so i could write down what works well and what doesn’t.

Also I understand that game mechanics punish developing topic/genre clones, but there are some studios that specialise in eg. fantasy/rpg games, so at least for sequels ve shouldn’t be punished for “cloning” topic/genre.

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1 doesn’t bother me too much.
2 I think this game need’s more detail for allot of things. For me I want to know what systems are good for mature or young players.
3 I kinda disagree with this one. I had Mario Piant for Supper nintendo which had a mouse but I do agree there needs to be a discription on what benifits it gives each console/game type.
4 I’m making a list of research ideas that should be added to the game and I include a gun and motion sensitive controller.
5 I agree 100% what was so good about game A when Game B was almost the same but with improved tech but was worse.

under Game history there should be a button on each game to see what your settings were when you made them. everything from each of the stages.