Wish each game was more meaningful

I wish that each game we make was more meaningful and personalized. I find myself wondering: why I am making the same iteration of a game or custom engine with genres that rotate every game cycle? I don’t even get to see the finished product or even the cover art work. There are no trophies or a hall of fame for the games that made a huge impact for your company. Also, the stat system is very convoluted. What does speed really do? Does being better at design help with some functions of the game or does being a techie actually make you better at certain parts? Most of the games seem to have too much variance on score. Overall, I really enjoyed the game; I wish that this game would give me more reason to play beyond the first few days.

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Most of these questions have been asked before and answers are found around the forum (the search tool in the upper right next to your name is quite handy).

The most common answers are:

The finished product and cover art would be nice, and may make an appearance in GDT2, but GDT expects you to use a little imagination rather than simply being handed a picture. Also remember that GDT is supposed to be a casual indie game, not a AAA blockbuster, so plan your expectations accordingly.

There are achievements throughout the game, which in the Steam version are tied to Steam achievements, but no specific trophies. There is a high-score list, and when you reach the end of the game, you’ll be presented with your score, and a bunch of stats like your best-selling game, etc.

Speed controls how often a given character pauses to scratch their heads. When developing a game, head-scratching will potentially delay the release of the game, giving the bank more time to declare you bankrupt, but during a contract, it will not stop the timer, meaning you may fail the task. By increasing the speed stat, your characters will stop scratching their heads so often.

The Tech and Design stats do affect the outcome of a game by making a character more effective in various areas of development. There is plenty of info on this forum and on the wiki about this.

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Speed increases the rate at which bubbles are spawned. High-speed characters produce a greater number of smaller bubbles. It also increases the reliability of your slider choices, since the bubbles produced will more tightly conform to the amount of time spent in each phase.