Dear devs of Greenheart Games,
I have to admit that I’m considering never opening the game again. It is clearly very dangerous and messes with the laws of physics - 6 hours of my life have disappeared just like that. Plus I’m not sure I can endure the heartache of having a lovingly crafted game trashed by the reviewers again.
So, the game has me hooked. The graphics are cute, and contrary to many sim games I didn’t feel like I had to grab a calculator to get a good result. I may not be as good as some of the stuff I’ve seen posted on forums, reddit etc, but I survived and actually made money. The learning curve is Goldilocks - not too steep, not too shallow
However, I do have a few things I’d like to see changed:
Information booklet/database: I’m not a min/maxer, nor do I have a great memory. I found it almost impossible to keep track of the information I got regarding good and bad combinations, or what game elements were important for which category. I know some of it is shown under the bars during development, but that doesn’t help if I turn out to have picked completely the wrong engine wayyyyy back at the start. I found it a bit frustrating at times. Sure, I can look this stuff up elsewhere online - but if I want to look something up this often I feel it should be part of the game. This was a major bugbear for me.
Platform progression: As far as I can tell this mirrors actual progression of consoles in real life. I rather like the silly ‘not quite right’ names, but I noticed knowing how succesful (or not) a platform would be IRL influenced my choices in game. It makes choices regarding platform a lot less risky and thus a bit less interesting and a lot less important than it would be if it was more unpredictable.
Engine summary: Please can you add a summary of what elements are in which engine? I did try various naming conventions such as SimEngine1, or 3DV2Stereo (yes, I like camelcase) but after a few years there are too many options to keep track of. I ended up putting practically everything into a new engine every few developments, even though I’d rather have developed genre-specific ones. That would add to the interestingness of this gameplay element.
More down to basics for total newbies: Some things, while obvious to devs or hardcore gamers, are less clear to the less technologically inclined. What does the engine actually do, precisely? Graphics: is this tech or design? The look would be design, but the complexity of implementing it might require a bit of tech knowledge? Does the game idea in my head fall under sim or under strategy?
Tiredness bars: and lastly a minor niggle for the design people moves slider
. I found it easy to overlook low and empty tiredness bars in the last office. They’re not very brightly coloured and blended in with the grey desks/screens they were superimposed on.
TL,DR: great game, one major and a few minor points of criticism. Game to be marketed as diet aid as it made me forget to have lunch.
Thanks!