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first off great post man appreciate the feedback.

Ok so there is a big problem here...  you didn't hire new workers and your monthly cost in the first office was increasing as your guy leveled??  That is a new bug that must of came up in the latest Update 7 changes with workers.  That is a total mistake.  Your first guy (you) doesn't receive any pay why would he, the 2500 is your monthly rent and should never increase in the small office.  I want the small first office to feel like a safe place where you can take your time and it used to be that way, this bug must of slipped in as a result of recent changes and will be addressed tonight with minor patch to follow.  It's not my intention for the game to ramp up pressure until you move to medium office / 3 workers and medium games.  The new workers get paid more as they level but medium games make substantially more so the trade off is worth it imo.

Game sales progress by year as well as by number of fans within some clamped limits as to enforce you moving from small - medium - large - AAA games.  in simplest terms my sales algorithm goes something like this.  based on year I get a potential num of possible sales, then your game quality maps a range from 0 to that max of potential sales, then your fan sales are added (clamped at 12,500 for small i believe) then its modified by trends / hype to get total sales then its chopped into weekly % chunks.  A 9.0 in year 1 with no fans will sell less copies than a 9.0 in year 3 especially if you have 25k or > fans.  Hopefully with more data I can refine these amounts, as I do want some fluctuation similar to real life where gaming has grown in popularity every year, but at the same time I need you to want to move from small (cash cap of about 250~400k for a 10 in year 3) into medium (cash cap of about 2~4 million for a 10 in year 7) etc etc  however I need more testing and more tuning as well as player feedback to ensure these numbers all feel right.  I have had version where it was to easy as well maybe this current is to hard but we will find the Goldy lox zone one day :)

I dig your idea about the groceries, I had a similar kind of idea as well.  It's definitely being considered I just want to be careful not to add something people find tedious but I like the idea of buffs that could make it optional but worth it for the office to have a "feast" on the company etc all worker speed goes up etc  very interesting idea..

Hardware is actually an amazing buff to your worker training / researching speed.  The difference between maxed hardware and basic hardware for all 3 slots equates to massive time saved on training / researching, but its just time on those activities so maybe its not financially worth it to you?  That however is kind of the point, I want as many viable player options as possible to create a real sense of strategy and replay ability.  I have added a lot of features at this point I don't even know whats the best route to make the most money which is what I want for the game overall.  Meaningful player options and varied game-play.

I will of course debug the long term investment options to ensure that works, I been thinking about it since I read your post earlier and I kind of want to ditch the petty cash and just move to all bank or tweak that system in some way It feels weird having the 2 and I always have petty in the negative and just keep bank rolling.  This could be a good example of an unnecessary system for systems sake and will tighten that up.

Closing the game mid game development, and then finding the game canceled wasn't a bug as much as that's the way it was coded.  I was on the fence if I wanted to let you exit mid development as there so many timers running during game dev that it will be a nightmare to save / resume but possible.  Currently it doesn't save mid project just everything else.  I should either change that or at least put a warning in the menu.

I really appreciate the feedback and I will 100% make use of it and I truly hope you play more and give more feedback if the mood hits.  I am a solo dev but I am super passionate and dedicated.  It is hard though to catch every issue a lone as well as code main systems while also trying to keep some degree of polish on menus / systems.  So your feedback helps me a lot and I will 100% get to everything eventually.  The last few days I have been doing some mesh work for more finalized visuals.  All these aspects do take time but I work hard and I hope you will keep an eye and check back for updates and what not.  Regardless thank you so much for the post and have a great day.