Bugs / quirks found (1.3.8)

I haven’t been playing for long so perhaps some of the below are misunderstandings, but I’d still like to give it a go:

  1. Click beside a button on a dialog clicks on the room screen behind (e.g. When creating a new game and you miss the “topic” button, there will be a context dialog created behind for the main window which will still be visible when dialog is closed)
  2. Despite my engine only containing 3D graphics, text and 2D graphics options still remain for me to choose. Likewise for simple sounds and some other elements.
  3. There are some research options that are not left evolutionary (multiple choices are available to research at the same time). Examples: physics, body motion, probably some more
  4. Room context menu is sometimes hard to click. The button / menu option will not highlight when mouse is over (except if I move the mouse just a bit higher and to the right :slight_smile: )
    4.1. The entire UI feels somewhat unresponsive. This was definitely made with touch devices in mind, not mouse. Additionally, sometimes it’s hard to click at the right place…
  5. I cannot delete an old and obsolete engine
  6. Non-skippable animated dialogs (e.g. reviews, booth visitors) - I just don’t want to wait 30 seconds to see the final result. The animation just doesn’t do it for me. Make it siilar to XP dialog when the game is done
  7. There is no going back from “Complete game” button. Sometimes I click it by mistake before all the bugs are fixed and I can only trash or go forward from there. At least add a “fix bugs first” or “X” button.
    7.1. Despite releasing game full of bugs, that game is no more likely to get bad reviews, reviews mentioning the bugs or patch requests than a game that had all the bugs fixed. In fact, during my yesterday 30-year run, I had to create 2 patches (on 2 perfect releases) while I managed to release 3 games with outstanding bugs (and required no patches)
  8. The transition from garage to office is a pretty steep one. The only option a player has is to use publisher deals, otherwise you have no chance of generating enough money to survive. Perhaps this is even normal, but the tutorial should definitely stress this to the player.
  9. Training employees is futile since the only resource limited in this game is research points. It is much easier to convert cash into better employee stats (hire a new employee with better stats, fire existing one)
  10. Employees / avatar should gain attributes through work, just as it happens when that internal contest is held. Otherwise the initial employees are all fired when I can afford the 2M search and avatar becomes the least effective employee.
  11. Bank loan is much too low and much too expensive. It doesn’t help much when one is in dire straits
  12. You can go bankrupt just as you release a 9/10 game (but before you rake the cash in). Talk about heartless banks :smiley:

Hope this helps a bit.

Edit: discussed with friend, remembered some more:
13. Size of game doesn’t matter, fanbase does (only fanbase determines how many copies you will sell)
13.1. Text based games still rock when 3D graphics is the de-facto standard
13.2. Actually none of the engine features matters whatsoever as long as I keep adding the features.
14. While finishing yesterday’s round I noticed that I was slaving the employees in the bottom row for decades actually (one was my first employee) because I didn’t notice the exhaustion bar. At the very least, such an employee should threat with quitting.
15. Pirates / fans --> the decision has no impact at all. So what if I lose 10% of my current fans. My next game will bring 25% more in… Same goes for the “nice guy” decision: the number of fans gained is insignificant
16. I’m such a wiz-kid that my engines are portable even to platforms yet-to be released.
17. There’s no price for switching platforms: I can switch target platform at any time and it will not increase development time, generate more research points or otherwise show on my performance.
18. There’s no incentive to create specialized engines: just create an engine that has it all and then decide in-game what to use. Inclusion of features should be priced exponentially, possibly by development stage or something (e.g. supporting one type of graphics is cheap (as is now), 2 types doubles the price of entire engine, 3 types quadruples it, etc. Perhaps not so drastic with all engine features, but it should definitely come at a price) That way it would make sense to create single player engines, MMO engines, etc.
18.1. Adding platform support (well, constraint really - see 16) to engine would definitely help too.
19. Finishing training a new employee during a hired job will result in negative D/T points left

2 Likes

Well to comment on a few of your concerns:

  1. Text Graphics, 2Dv1 and basic sounds are available from the start. They don’t require support from the engine (as you can use them even before you can make an engine) so even later they are always available.

  2. Why would want to? An old engine doesn’t generate any cost if you don’t use it. So the only reason i can see would be to tidy up the engine-selection menu.

7.1 That is not true. People have done a big effort in finding out how the review-score are calculated and bugs are certainly an issue. The effect just may be really small. The better your game (sum of design and tech points) the more bugs are tolerable. Try releasing on of your first in the garage with 5-10 bugs or with 0 bugs and you will see a difference.

  1. Bigger games have a higher selling price, meaning you get more money per unit sold. The game size does matters in several ways. Also bigger games have more development time meaning you can get more tech and design points. Try a play-through with making only small games and compare your final score to a play-through where you use medium and large games.

  2. I don’t understand this. You can’t switch the platform for a game once development has started but you are completely free to choose another platform for your next game. Why should there be additional costs?

To use my numbering:
13. Yes, but the point is that if I’m using an engine, I should only be able to use features that the engine provides.
5. Of course, tidying up is the sole purpose of that point
7.1. OK, so it would seem I have “experimented” with that too late in the game… Still I’d like to see reviews like “Buggy as hell”, more or less immediate demands for patches, etc.
13. This difference is not pronounced enough. At some rather late point in the game I mistakenly designed a new small game (instead of large) and it still raked in millions. I doubt I mistakenly created a new Minecraft.
17. If you’ve been developing games for PC and try to switch to PS3 you will see that it’s not that easy. At the time, most of PC games were single-threaded only. Learning curve for PS3 was steep as hell. Similar for G64 and PC: G64 (the real-life one) required pure assembler coding while PC was fast enough to allow for higher level languages. This is represented by higher development costs for G64, but if I switch from PC to G64, I have to learn a whole new assembly first…

Playing (a lot) more made me realize that points 9 and 10 (training employees) were misunderstood.
It is only useful to fire / rehire to gain a 700+ employee so that you can train a specialist + training with boost is much more effective.
Also, understanding game mechanics also pretty much renders point 13 and its subpoints moot.