First, I am one of the proud who separated themselves from $7.99 for the game, and I thank you for developing it.
Is it perfect, no.
Have I spent more hours on it than I’ll admit to my wife - oh yeah. I’ve got my money’s worth.
I (of course) do have a few suggestions.
First, I really need a better explanation of how development settings and assigning staff works. Sick and tired of investing in new research, building a great new engine, and having my first game flop.
Second, text. oh. all the text. After the first time through, I get sick of it. And the stupid ratings for my games. PLEASE make this go much, much, faster.
Third - Why can’t we hire an ‘admin.’ or ‘marketing’ person - that would address placing ads, social media, etc. They could be given a budget to work with.
I like the idea of replacing marketing with a marketing staffer. I never figured out ‘optimal’ timing for marketing, and with the way the game slows down in the late game, timing things in Game Dev Tycoon is a pain anyways.
Perhaps instead of a staffer, it should be a marketing contract sort of deal, where you buy a marketing package with each game you’re producing. The marketers you hire for that game only handle the questions of what to do to promote it, and when to do those things, limited by the budget you select. After all, marketers would have very little to do in the ‘off-season’ between releases, so why do it all in-house?
As for the idea of a marketing contract… my thought on a (cheap) staffer is it also allows someone to be working, even during the “Off Season”, simulating press releases, social media, etc.
phew! Finally figuring out some of those stupid sliders and having hit after hit, and got my R&D and Tech labs, created an MMO, created my own console and can’t WAIT to see what’s next!