Let us know if you want to see something in the game.
If your idea is easy enough to implement, we might just add it in. Otherwise we'll keep it in mind for after the release.
Yeah, the relationships system is very basic right now, but a lot more stuff related to it will be coming in future updates
Yes - the squares are the opposite of what you'd normally expect. Instead of filled meaning "selected", it means "deselected".
I'd like to add that I really like the idea of being able to create a music video! Just like with the songs, there could be a center and screen time distributions.
The Hairstyle and changing haircolor would be a great idea, it will help to tell your idol apart
I really want to second this! Great suggestions. I feel the same. The game is waaaay to unpersonal at the current stage and a management sim like this depends on personality. This is really something you have to work on to make the game more lively. For now it would really be enough if you add more information to the girls, A skill system like he mentioned it, would be amazing later on of course. Also it would be nice to customize your idols better. In the finished game it would be nice if you have a full system to customize them.
But yeah, as for now I think the game needs to get more personal and lively and that would be a good way to get there.
Keep it up guys!
>Please let us remove idols from hiatus, maybe with a penalty?
That makes sense, I'll probably do it
>Maybe a doctor visit can help recover physical or mental stamina?
Yeah, I was actually planning to add this in the next update
I second this! I think it'll be a really good idea to have a discord platform. Using discord might be an easier way to report updates, bugs, provide feedback and provides a community for us players to hype and share our experiences. Most beta games I'm participating in atm seem to have a discord so, I was wondering why Idol Manager didn't have one. :-)
Am really enjoying the game so far and I'm so excited for the next update! As what others here have mentioned, I think the relationship and event system is one of things we can't wait to have improved. I'd be holding off playing Idol Manager until the female manager update and now I think I'll give it a break until the next one (so my idols don't graduate before I get a chance to bond with them, haha). I strongly feel that more personalisation/life/variation should be implemented to the idols as it would really improve the role-playing aspect of the game. More types of rooms/staff, and a tutorial would be nice as well! There are a couple of bugs I've noticed (time freezes until relaunch, idol avatar not being the same) but I think a great job is being done so far. I really like the trait aspect and the shiny cards.
Keep it up devs! Thanks for taking us on this journey with you - we can't wait to see what you have in store for us next :-)
The color of the song's title bar indicates it's status. Green = eligible to be dragged. Blue = it's being worked on by somebody, somewhere. You can then mouse over the various staffers to see who is working on what. (Choreography and Song, you can see by the animation.)
It would be very nice if the currently active action in the task list were highlighted though.
If you go into your policies section, you can set the training threshold that auto training wont take an idol below.
I can't see anything like that in my policies section... no mentions of trainers at all.
After some experimentation... I'd like to see a higher trigger, 80 or even full.
" In the Singles info, a way to know the idols involved in it and the center."
And the genre/lyrics/Choreography...
Considering your character is considered the producer, maybe call such a position "Assistant Producer" or something?
Yeah... a "Production Assistant" and/or "Lyricist" is badly needed. The Producer is a serious bottleneck since all singles, media, and special events flow through his office - and his research points are critically needed.
I agree. Music videos and debuting sub-units would be really cool. I hope they add that in future updates.
This will definitely not be in the base game but I'm sure that someone will make a boy group mod for it. Someone has already started working on a K-Pop mod for the game.
*edited to add image from the kickstarter campaign (in case you don't know they did reach the goal)*
I did notice that and am super excited about the kpop one. Maybe I should get off my ass and mod the boys option my own self. I just suck at art so much.
If the K-Pop Mod succeeds, maybe the modder wants to include a Boygroup option as well. However I don't know how moddable this game is yet. Adding a boygroup option is interfering with the game mechanics. I don't know if you can do that yet.
I really like the idea of being able to view the cast in media and possibly recast when an idol graduates
You can cut out the into sequence entirely by clicking on the gear on the setup screen and unticking the checkbox.
I'd like this too: maybe instead of the formation being a 5-deep triangle it could be hexagon/oblong? sort of like this:
so you'd still have a triangle formation but you can also have WCenter
Here's a suggestion for the issues you're having with the lack of single title variety. One of the game's files is called name_generator.json (IM_Data/StreamingAssets/Languages/en/JSON/Misc). If you open it, you can edit, remove or add new entries to the list of possible song title combinations. Might be a possibility if you don't wanna wait for new variants to be officially added by the devs.
Yes! Maybe, instead of deleting a room, we could 'Demolish' it - for a price, of course. Also, it could be interesting if we could upgrade rooms like we do in Fallout Shelter, for example. Upgraded rooms could increase production/training/styling/whatever speed and quality.
Yess! Plus One for Demolish.
Upgrading rooms is a nice idea, but it would at least double the art required for the rooms, won't it? Or perhaps a simple roman numeral on the corner to differentiate different upgrade levels.
Yeah, giving all rooms new art for their updated versions would be a pain in the butt. Maybe just add the upgrade lvl. to the tooltip when you hover with your mouse, along with the upgrade's effects.
This has been mentioned previously, but it's worth mentioning again, especially paired with "harder endgame".
An easier early game, economically speaking.
agreed that we shouldn't be sitting on giant piles of cash! i'm on top of a billion yen and not really getting anything out of it
The game will feature a tutorial when it comes out.
You can disable the intro sequence, dialogues, substories and other stuff when starting a new game by clicking on 'New Game', then on the cogwheel icon on the lower left. This will only affect that specific game.
Have you tried getting a loan from Fujimoto and/or the bank? I have played through the initial stages of the game three times, and all I can say is that not going negative without the help of a loan is extremely hard, if not impossible. If you've already done that and are still having trouble staying afloat financially, take a look at the quick guide below, by user 'igorkeefe':
"Start out with two regular offices, your own office and a break room. Hire five idols and two sales people with deal skill. Research photoshoot -> set the salespeople to auto business proposal and make bucks -> get third office for production-focused employee and let them research when they aren't doing anything. At some point, start an internet show with all member cast for fame and that promotion requirement. Whenever you can, do promotion to steadily build your fanbase. Advertisement deals are good too bút watch the stamina.
Once you got decent fame, get a huge loan of 8.000.000 - 10.000.000 Yen from the landowner and pay off over six months.
Use the money to build a dance room and a recording studio and hire production focused people there. Start producing singles and release them each month whenever the button is green. Digital release is very good for at least the first seven or so singles because there's no production cost. You will lose money but the loan tides you over and eventually you make more and more profit until you are financially comfortable. Try to level your promo and performance for short-term money and lots of fans (more fans = more singles sales). I think the 720 fans promotion level is easily achievable and makes a large difference."
I could side with you if there were sifferent difficulty options for the game, but otherwise, I must say I'm personally still finding the game to be a bit easy, even though it now takes a little more effort to stabilize your finances than it took 4+ patches ago. Of course it's no fun if you can't make your group thrive because of financial issues, but it's also no fun if within 3h of gameplay you manage to say "Alright, I'm rich, I've got no more debts, what now?".
Are you paying close attention to popular genres and styles? Are you catering to your fans' tastes?
Also, unless you're in love with one of your idols, let them starve to death. Let them throw a fit if they must, but keep their salaries down low until you're sitting comfortably on a pile of money. Idol salary money is better used if you invest it in the company by buying new rooms, hiring new staff. It's company progress over idol happiness if you don't wanna go bankrupt. At least in the beginning.
"I could side with you if there were sifferent difficulty options for the game, but otherwise, I must say I'm personally still finding the game to be a bit easy"
No offense, but I'm not you, and I am finding it difficult.
Sorry, I may have used the wrong wording to convey my thoughts. What I meant to say is that I understand that the game might be easier for some, and harder for others, but since Idol Manager doesn't have any kind of difficulty sliders, the developers can't just mess with the game's balance, make it easier or harder, without putting good thought into their actions. Things have to be carefully planned, keeping in mind not only the first hours of gameplay, but also the endgame. Right now, Idol Manager is still struggling to find its balance among the players, since there's people like you who are finding it too hard, and people like me who are finding it too easy. Maybe when the full game comes out, along with a tutorial mode, there will be less people struggling to get through the initial stages of the game, but no matter what they do, at least for now, not everyone will be happy.
Either they come up with different difficulties for the game, or they can simply allow modders to come up with 'Idol Manager Hardcore Mod' or something like that, with an even more challenging experience for the diehard players. The game's current state, balancewise, looks good to me. Sure I'd like an even more challenging grind, but I'm okay with what we've got at the moment. However, it's no use making the game harder, appealing to the hardcore players, if the casual players won't have fun playing the game, and the opposite is also true if the casual players will have a good time, but the hardcore players won't.
"Sorry, I may have used the wrong wording to convey my thoughts."
Yes, you did. And I was as polite as possible in my reply... But then you doubled down on the condescension in your second reply, so now the gloves are off.
I've been playing serious and complex games of various types (that is, more than Monopoly) since my senior year in high school nearly forty years ago. I've been beta testing games of various types off and on for twenty five odd years. I do not need you lecturing me on how the process works, as I'm quite well versed in it.
I am also quite aware of the stage of development of Idol Manager. And and important part of this stage is the developers hearing from users all across the spectrum - from those that find it easy as well as those that find it hard. Unless you have a private line to the developers, you have no idea of their intentions. Nor do you know if the difficulties some have encountered are intentional or unintentional. They could be a feature. They could be an unintentional consequence of the recent changes, or they could be a flat out bug.
And with that, I will end my part in this particular subthread. My apologies to others who had to wade through this.
This was not a lecture, nor was it a "condescending" message. I don't care if you're the master of videogames or some old lady who has never had a joystick in your hands. I'm not shaming you or anyone for having trouble getting through the initial stages of the game, if that's what you thought I was doing. Calling a player "casual" is not offensive either. Some players are, in fact, casual players - they just don't want or don't have the ability to put as much time and effort into a game as a hardcore player would and, therefore, do not wish to be greatly challenged when gaming.
We have different opinions regarding the difficulty balance in Idol Manager, and that's beautiful, vive la différence. I'm not here to say that I'm 100% correct (especially because there's no right and wrong regarding difficulty balance, it's a matter of preference), that you shouldn't be voicing your opinion, or that the developers should only listen to me. We both have the right to speak here, to voice our opinions, and this is what the forum is for, after all. If you disagree with me, that's okay, you don't have to side with me on this or any other matter regarding the game.
Now please, put your gloves back on. Your hands... kinda stink.
"Yes, you did. And I was as polite as possible in my reply... But then you doubled down on the condescension in your second reply, so now the gloves are off."
Lol, what is this. Keep them on, this reads like the start of the Navy Seals copypasta.
IMO the early game is quite challenging in a sense because it requires you to take a specific action to get through that is entirely optional in most other management / tycoon games: Taking a loan. I've had my problems with it because it's not intuitive but once you know it's not all that tough anymore.
It was quite fun and very rewarding (for me at least) to find out what works and what doesn't though. What can I do better next game, that sort of stuff, so I'm not really sure what to think about an easier early game. It's actually refreshing to see a management game that doesn't make you auto-succeed over time. Perhaps what is needed isn't "easier" but "more options"? I could see an alternative working where certain events or oppurtunities replace the need to take a loan but come with other trade-offs down the line. ("Remember when we sponsored you back then? Yeah, your famous idol belongs to us now" ... or something like that)
Agreed that figuring out the optimal plays over multiple games was a lot of the fun for me. Also agreed that more options could be the solution rather than tweaking to make things easier. A lot of my beginning difficulty originally came from not wanting to ever be in the red, and only taking loans to get out of bankruptcy once I did go red. As I see it right now, with the pricing of rooms and the money you start with, it’s impossible to not be in the red for 30 days if you don’t use a loan. You start with 5M, 3.5M you need for singles necessities (marketing, dance, song, your office) leaves 1.5M, staffing+rent+idol salaries is probably around 100k a week if you hire only the minimum number of idols, 2 auditions are 200k. That gives you about 13 weeks/3 months before you hit 0. You have to take a loan and have to use it to make more money, such as with a new office worker or a break room so your idols can take on more jobs. The only major negative I see is that a minimum 1M loan is pretty much a necessity, not that it’s impossible to not go bankrupt. More financing options that players know they can employ could be a solution.
"When we click on the page with previously released singles, I would like a little button displaying who the center of that single was. "
With the latest update, just hover your mouse over the song to see the center.
"When getting girls into contracts (TV shows/advertisements) it'd be super useful to display how many contracts they're already in and how much stamina they're losing per week."
Right click on the girl's portrait to see this information.
Ah sorry, I didn't notice the ability to hover over the past singles in the new update. Even so, I think it'd be nice to display a little logo of the face of whoever was the center. I don't really have my idols names memorized but I know their face and hairstyle haha. I can then keep in my head "blondie and bob cut were the last 2 centers so I won't put them this time."
As far as contracts, I mean when the contract window pops up with the 3 idols to choose from. It'd be nice if alongside the new stamina logos, there was perhaps a minus sign, showing minus how much stamina they are losing to contracts per week or something like that. I usually have 15 idols once I have enough money and that's too many contracts for me to keep track of without it being displayed. So it sucks when I accidentally give an idol 4 contracts because she has high stats but then I have to cancel 1 or 2 so she's not losing like 60 stamina a week.
Hm, I could add it as a tooltip when you hover over the stamina circles
Would it be possible to show the current right click display as a tooltip? That would give a nice consistent interface, hover over their faces for the stats, hover over the stamina circles for current job(s) and extras. Bonus if their matching Want also showed up in one or the other.
"I usually have 15 idols once I have enough money and that's too many contracts for me to keep track of without it being displayed. "
It's not displayed (per se) but the information can be pulled up by right clicking on the girl's portrait.
Ahh my bad my bad, I didn't realize you could right click on them in the contracts pop-up. That's helpful! But I still feel there could be a more convenient/obvious way to display it in future updates :)
Well, one thing's for sure: this guy idols.
There's no way to know if your feedback will end up being featured in the game when it's released or not, but I'm sure the devs will read this and I'm sure it'll be food for their thoughts. There's still at least 3 months of development until Idol Manager starts being sold on Steam and other platforms, so maybe there's still time to add more stuff, other than the rest of the main story and some features like the cafe and the theater.
"It seems to me right now that idols leave after some unspecified period of time and I don't know why or get any input in it. Seems as if it'd be more complex in real life."
I know AKB and Sakamichi work like part-time jobs, they're free to leave at any time if they give notice. But the most popular girls generally need to wrap up their commitments before leaving and are asked to stay (AkiP haggled to postpone many of the 1st Gen AKB girls' graduations, but let Sasshi leave the first time she asked, for example.). But I see what you're hinting at, graduations are usually things that have to be approved/negotiated with management and might follow the end of their contracts/another single release. I'd also like to see some "haggling" (Although this would mean giving individual idols and their fans more worth so it's actually beneficial to keep girls, like you said.).
I do know the latest update apparently allowed you to convince girls to stay somehow, admittedly I haven't gotten enough graduations yet to run into this.
I think election drama sounds really interesting! There's been drama in the past like announcing a secret relationship, snafus where members shaded other idols, surprise graduation announcements: could be fun.
adding on that a reroll for the task would be great:the single and business offer ones are accomplishable while in debt, but if you get a "start a show" one in unfair difficulty while in debt, you're essentially stuck
You're right, I think I'll remove unactionable tasks in 12.1 and rework this system for the next update
Personally I want to see events where you have no choices but to outright fire the idol or get a contract blacklist where your business proposal failure rate jumps up considerably and actual fanbase loss. Or hell even a chance of critical injuries from events. Create sense of anxiety and risk that comes with the industry that isn't just a couple of scandal points and a ding on your yen earning.
Another worse case scenario idea is to for STAFF in trouble or help you out, no longer just about your pretty girls up front but your talent in the back also has their own wants and needs. A music producer who decides to double dip despite a non competitive clauses forces you to either let him get away with it putting upcoming singles at risk of losing fans because both songs sounded the same to a choreographer who's provocative choreos (ala Stellar's Marionette) gets your stuff not approved for tv music videos, costing you buzz if you had a PV with it.
Yeah, we're working on a proper story plus a bunch of longer substories
The idea for the final game is for you to play through the story mode once or a few times, and if you still want more you can play the free mode (which is pretty much like the current beta) where you have these random events to break the routine
“Although this gets me wondering whether Idol Manager is supposed to be more of a board game with cards and dice, a visual novel with emotions and real stakes involved, or a mix of both... hm.”
Sorry, I know this post is weeks old, but this was really interesting to me and got me wondering about how different people play this game... To me, it’s neither of these: There’s no plot, or more importantly, *literary narrative* (ie no prose, no setting description, time progression within the plots, etc.) to speak of so it can’t be a visual *novel* (Unless we’re taking base components like “has anime visuals and textbox options that influence relationships=VN, but then Telltale games/Until Dawn etc seem much closer to being a VN than this game despite lacking the anime aesthetic)
It’s also not similar to a boardgame to me: at least not a casual one. The events do feel like something you might get in tabletop RPGs or games like that, but some of the mechanics, though honestly very nebulous in function (Opinion, appeal, etc.), are too involved and too prevalent to lend itself to being like a boardgame to me.
In my view, the game looks like a tycoon/management sim game, plays like one, etc. And that’s why I cautiously eye the promise of a story in the full release: I guess I’m slightly worried because the game has the ingredients/makings for a great idol management sim, but I feel it still hasn’t fully realized all it could do: If the story turns out to be just okay at the sacrifice of a game that has more to offer in the way of more challenges/things to do after you start making 20million off of each single released..... Would that be worth it if this game *really* feels like an idol management sim, not a idol visual novel? I guess I’m apprehensive because in SimCity, Civilization, etc., questions like “wait, why ARE we the mayor of this city? What’s our work history? Who are the settlers I’m directing? Who are my advisors?” and so on AREN’T pertinent questions because the game isn’t about lore and following story beats, it’s about building a powerful city/empire. Similarly, right on the box, Idol Manager is a management sim about building a great idol agency: So I do kinda worry when I read Fujimoto’s intro with the shadow figure, as I’m thinking, “wouldn’t frequent story breaks like this dampen the experience of someone who wants to manage idols directly? And wouldn’t the hands-on management portions of the game be a drag to someone who wants to play a VN about an idol agency?” It’s to the point I audibly groan if I forget to turn off the intro dialogue upon starting a new game, lol.
I guess I’m in-line with your last thought: I would not mind waiting longer if the devs want to deliver a better idol management sim that the game already promises. *But* I also hope they consider that taking longer to devote time to strictly working on a *story* might not necessarily make the game stronger, when at its core, Idol Manager shows all the signs of a management/tycoon sim that really doesn’t necessitate a plot. (Especially when some design choices kinda clash with the game, for example, one I’ve hit on a few times is that you’re managing an idol *agency* with only one act, that can only release one single song at a time with a maximum of 15 girls, yet you can hire as many girls as you want even though you’ll have little for them to do and no way to organize/group them in-game for convenience, linking back to the first problem of having only one group that can release only one song at a time with a handful of girls.)
Buzz got pretty pointless after we changed the way you get new fans, so yeah I'm slowly removing it
"per shift" means the fans are added when the idol finishes working at the cafe. If you manually removed her or she stopped because of low stamina, then she gets only part of the fans (e.g. if she stopped at half of the shift, she gets 500 fans instead of 1000)
Ahh does the shift last several in-game days? That'd make more sense. It'd be helpful if you add some way to tell which idols are in the cafe, like the little bubble with their face on it.
EDIT: My bad, totally didn't realize I had to click "auto" for idols to start working!
There should be bubbles like in other rooms, if there are no bubbles then it means that these girls are just random staffers, not your idols. You still get money from cafes with no idols but no new fans. Try drag and dropping an idol into a cafe
I agree with Mintygum... Without buzz, media and most business proposals seem kinda pointless. They don't get you the fans nor the fame that are worth the expenditure of your idol's physical stamina.
Buzz is a real world thing, and the game seems kinda incomplete without it.
This! I've been wishing for the possibility of double centers, too, and just having alternate formations would be really cool! Not sure what would be a reasonable upper limit on how many idols to have in one single, but 15 feels a little small later in the game.
As for the election, I'd also personally like to add a potential incentive to it by having the winning members be the lineup for a single! It would make it more of a worthwhile gamble to rig the elections too. It would be cool to increase the limit based on that (maybe you could choose the limit based on the formations you'd unlocked or something?)
I agree, in terms of fans, the cafe is massively overpowered. As a source of additional income, I'm not so sure. Unless you build one early(ish), by the time you can comfortable afford a cafe - you don't need additional income.
I could see the cafe (and theater?) as more of an early game thing. (The AKB048 model.) A step just past the "modeling agency" stage. (Though I'm not fond of that model, it is easiest starting strategy.)
OK I actually agree with both your points but wasn't sure if I was projecting: By the time you can get 10m to build a cafe, your concerts and singles make more than enough to offset any costs you have.
And I wasn't sure if I was crazy for feeling that the cafe is something we should get for free/cheap at the start of the game: it's already superior to the promotion and performance tasks by passively generating money and fans at the same time, just that it adds too many fans and kind of plays itself.
Totally agree. I love the game but the ability to release PVs and albums would make it a hundred times better.
Room upgrades is something I have mentioned in the past, and that I still think could be a great addition to the game. When I think of Fallout Shelter (which has a similar room-based building and expanding system), the first thing that comes to mind is how much I hated going through endless levels and floors, trying to look for a certain character. Upgrading rooms just makes sense. Give your break room an extra couch and a TV so the idols can recover more stamina. Buy new equipment for the doctor's office so idols have a smaller chance of needing a hiatus. Rebuild your recording studio to increase single quality and sales. Get your stylist some new outfits and tools so her work yields better results (huge potential for unlockable outfits and styles here. Give the players another reason to level up their stylist and upgrade their room.) Of course, I'm talking about the details here. It's not about literally buying a golden pair of scissors for your stylist or some hot pink IKEA couch for your break room, those examples are just to illustrate the potential of room upgrades. It'll give the players something else to do (upgrading rooms), something to work towards (unlockables and boosts) and will help balance the game's economy (players will spend more money with upgrades).
To be honest, I don't like the original sort of attributes.
Now, cute, cool, sexy, pretty is like modeling. So, we can easily promote them in the dressing room. Let's say, idol A gets maxed stat for 4 modeling. How will you describe her? She is cute, cool, sexy and pretty. Well, you know what I mean :p
I think cute, cool, sexy, pretty should be considered as a trait. It helps players to build an unique icon for each idol.
Instead of it, the idol needs appearance. It's talent inborn. It's simple and clear.
This! Moving idols from the first group to the sister groups is a hassle, I wish we could audition specifically for sister groups
2 - Besides being rarer, I believe the platinum, gold and silver statuses should be more related to potential than to current attributes.
I think the potential you mean is similar to my level cap. Each idol almost gets the equal attribute at first, the training maketh the idol. And the rare idol can go farther.(cause they own higher level cap)
That's why I think the experience system is necessary. We don't need to reduce the rare idol's dropping rate. With the experience system, the most difference between normal and rare idols is the level cap. For example, I've trained my first normal idols in years, they should be more powerful than the rare idols from new auditions. Because a level 30 normal idol is usually getting better attributes than a level 1 platinum idol. It's the power of experience. It totally makes sense in reality also.
For now, the problem is we can't train our normal idols well.
You need to drop each of them to each of the rooms, you need to hire lots of coaches. You need to make sure their stamina. You need to make sure you are rich enough. Then you find your idol finally gets the poor 1 point from the dancing room. (The platinum idol: hello?)
Maybe this could be incorporated into the difficulties? One difficulty could include getting a cafe/theater at the beginning while others could not?
I think cafe and theater are not made for the early game.
They are more like a reward, after you earn lots of profits, you get another way to consume.
But I totally agree with you for the rent of floor. It's way TOO EXPENSIVE for a "ghost town".
Maybe those requirements could be tied to the difficulty chosen by the player. I managed to make do with level 1 promotion just fine, so personally, I'm fine with those requirements.
I mean there is no problem with requirements, even set "release a single" as the requirement also. It just should be higher level of promote. It makes sense to be above the level 4, but not be level 2. Since we need to release a single for higher level of promote now, it MUST be fine to do with level 1 promotion. :p
At this point, so many people have talked about moving/destroying/upgrading rooms (myself included) that either the devs add that to the game, or they'll have to address our concerns in case they choose not to.
Interesting... I wonder how much of the internal code has changed since then. Personally, as a coder, I'd love to mess with the time buttons to see if I could make a turn-based mod for the game. However, I don't know if there's any way to re-compile the dll without the original source code, so I might be stuck with wishful thinking and/or making a similar system and playing with that.
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I'd also like to be able to name concerts, and sort of in that vein, maybe have a special pop-up like the post-Election single so that when you have an idol announced to graduate within the next 3 months, you can designate a concert/single as her graduation concert and last appearance with the group for a little boost.
Oh yeah, grad singles would be nice, I always feel like I want to do a little extra for the idols who've stuck with the group for a long time
I'm not sure if it's been suggested, but I think it might also be cool that if your relationship is high enough with an idol, and their rep or skill is high enough, you could instead manage their solo career since you've had such a great rapport with them. Perhaps they can even recommend other talent to work with your group if they enjoyed working with you enough.
I feel like we won't get totally separate groups before the release of the game, which is a shame, because I think that running an agency rather than a group makes more sense for the game's concept, and managing some solo idols would fit in really well with that. So I don't think we'll get it, but it'd be great.
This game is based on the jpop idol industry, not kpop. I don't see rapping often in jpop.
I think it would be fund to have rapping score, which will be counted by a designated member's Fun and Intelligent Stats, Singing skill does not apply. . Rapping in K pop is the same thing as voice narrations of J pop.
There could be something called "Killing Point". which is during the stage, when centered member is doing signature verses of the song, it is so good, the casual fans notice this parts. Killing Points could be one phrase of a song , dance movements, member's appearance skill+dance skill, or something else.
Really like these, especially #4 and the idea of new idols having a favorite member of your group!
All good ideas; about the money situation I'll tell you what worked for me. The key is to keep everything barebones until you hit the fifth single; only use 2-star staff, only use the digital single, take contracts where you can, but remember that the yield from using a break room in conjunction with the daily performance activities is actually probably higher. Use your first loan to get the break room, it really lets you do a lot in the early game without worrying about your idols stamina tanking, it'll pay off many times over compared to other expenses like hiring more staff. You can always take loans, in fact you'll probably have to, but you shouldn't need to take out more than about ten million before you reach the point where you make more than you lose each month. You can save some money by using the same girl as a perma-centre early on, idols that have less than 1 star fame will only ever ask for a negligible wage, so they'll be virtually free for a few singles. Your big money earner early on will be the concert, when you can get that things will start to change, just make sure you keep using the promotion activities to have enough fans to fill out the concert hall. And don't forget to jack up the price too, the game will tell you how much of the hall you can fill, so keep jacking it up until the projected income starts to fall. Also don't forget that you can make a few million by touring Korea in the early game, this is really good money, so use it when you're in a pinch because overseas tours are on a timer and you only get 2 a year.
Edit: By the way, using the choreographer and vocal trainer as your first hires is much better if you only hire 2-star staff imo, through the course of the game they'll pick up enough experience to remain useful training your new members, the 2-star production staff won't be any use when you get bigger
If you want boy bands go make a mod
Maybe with an album, a member of the group could come to you as an event and say that they want to try and compose one of the songs, or perhaps it's an ambition of theirs. Depending on their skill, and relationship with the other band members, it could be a huge boost to fame, or it could lead to their rep tanking.
Solo careers would be great. The option to offer a graduating member a solo contract would make so much more sense than offering them a job working for the company.
So many great suggestions in this thread, I hope some of them can be implemented in the future, especially the possibility of releasing albums.
All very good suggestions. I would love to see these implemented into the game
About boy bands; I probably wouldn't ever play as one, but I think the game would be much better with them in. I think the main constraint on having them, though, is that I'm pretty sure neither of the people working on the game was responsible for creating the artwork, I'm pretty sure they contracted it out to an artist, and I'm not sure they have the money for much more, and having boy idols would need a complete set of new assets. They might not actually be able to afford to include boy bands no matter how much it would improve the game and the number of people interested in the game.
To me it's gross to think of managers dating the idols who work for them. But I like your ideas about how it could be done semi-realistically in game.
Like I said, I agree with you. I personally can’t consider dating any of the idols if they’re younger than 23 or 24 at least, and even then it feels a little skeevy. I hired them as talent, so that’s just a big ol’ red flag right there. That’s why I think a risk system is critical. Personally I think it shouldn’t be allowed under 18 at least.
I've heard of performers dating their managers in real life, but they were in their 20’s/30’s.
I’d read dating was planned from the beginning, and just figured it would be good to get the idea out that dating an idol from your roster is a big risk (personally and professionally).
You can see the weekly stamina drain in an idols profile under the jobs tab, although it's split between contracts and shows. You can collapse the individual idols' profiles and just see their stamina if you go to view on the idol sidebar and choose compact (this is a new addition though, you used to just see their faces). Like your ideas, lots of small things that would increase playability.
Hey this is what I did I bought just my office, and office for bussiness. Don't buy dance or music studio. Also buy the doctor's office. Do modeling jobs, then when you have like 300 fans make a radio show. Maybe 1st episode you won't have any profit. But the next episode you will have the profit. That's what I did, and I had 3 radio shows + modeling jobs. Then the idol with less stamina was in the doctor's office.
Buy music and dance studio after you save enough money and not before because you can't make a single right away 1st girls have to model ot get more money, and like I said a radio show and if you buy the dance room and the studio even if you have no workers you have to pay rent which is bad at the start for you. I hope some of this maybe helped. I'm a new player as well.
Thanks for your advice, but I think you misundertood what I meant :P
I got no problem with earning. I just need enough stamina to do the training in my early game. Yes, I can make lots of money in one year, then train the idols without worries. But it doesn't make sense. It should be training the idols, they get better, they make their debut, finally they succeed. It's the principle of sequence.
throwing a graduation concert would be so great. I do it “unofficially” but sometimes it messes up my plans, because you only know a member’s graduation date 3months in advance.
Ideally the graduation concert wouldn’t affect the 1 month cooldown period for a normal concert.
I second this!
Since the player is not allowed to date underage idols, I can only assume this is a bug. I think underage idols should either not be able to be in relationship, only be able to have some sort of 'special friendship' with another idol (kinda like a relationship, but less blatant), or just be able to date other underage idols.