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Idol Manager

Idol Manager is a business sim about conquering the entertainment industry using any means you deem necessary. · By sadambober, Kuiper

Ideas and Suggestions Sticky

A topic by sadambober created Nov 20, 2018 Views: 44,573 Replies: 454
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(1 edit) (+2)

OK major gripe with the latest update pertaining to unfair mode:

Locking off the bank loans and making all the loans tasked-based for Fujimoto is fine, but these tasks need to be actionable in game: "get a drama role" "pretty photoshoot" "get x an ad deal" "release a metal single" are things the player can influence or do themselves, things like "get a photoshoot in Tokyo Wanker" "get a variety show appearance on idol de lunch" are not and turns the game into a 20-sided coin-toss. These already annoyed me when I rolled them pre-Beta 12 because they made interest-free loans nigh unlockable but on unfair mode they make loans impossible if you don't roll the right show/publication. Either you should be able to influence the type of business deal AND the publication offering it, or there shouldn't be publication-centered tasks.

(+1)

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

Developer(+1)

You're right, I think I'll remove unactionable tasks in 12.1 and rework this system for the next update

(1 edit) (+1)

I played through the new update for a few hours and this is my idea about the random events. 

I'd love to see longer story events that extend over a few weeks, and maybe have several options which branch off to other options that will appear later on. For example, the cult story was really unique lmao. But it ends so quickly... I chose "cease and desist" and everything stopped there. Why not choose "cease and desist," but the cult doesn't listen, then a few weeks later a related choice pops up, such as "The cult didn't listen to you and in fact has started sending one of your idols creepy letters. What will you do now? A. Monitor the idol's mail or B. get the police involved" Like... all the stories now just feel very low-stakes and repetitive. Worst case scenario, you maybe lose some influence with an idol and a few million dollars (which is nothing in later gameplay.) It just feels like rolling a dice, rather than actually being immersed in a story about idols.

I'm just a little worried about the finished gameplay being repetitive. This being given 1 choice for 1 event seems like it'll get somewhat old unless there's like 100+ random events with higher stakes. 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. I'm very excited to see where this game ends up, and hope you have lots more content planned. The game gets richer with each update and I think most of us wouldn't mind waiting longer for a better game. 

(+1)

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. 

Developer(+2)

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

Amazing, I can't wait then :)

(+1)

“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.)

(+2)

Oh yeah another side note... I don't understand the buzz system, and I'm not sure if you've done away with it since it doesn't appear on the screen anymore?

But it seems to me that the media is strangely inconsequential now. I had a TV show for several weeks and only got 53 new fans from it. I see no point in having media except to advance my promotions levels. I don't want to spend millions of yen to get 53 new fans when I already have 100,000+... 

Unless it is adding buzz and buzz brings in a ton of new fans? I'm not really sure haha. But personally I'd either make it so you get a larger amount of new fans from media or make it clear how many fans buzz is adding.

I also don't understand the new cafe system well, if you hover over the cafe it says something like "1,000 new fans per idol per shift" but I didn't notice my fan count going up any more than ~20 per day. I'm not sure if this is a glitch, or if my current fans are moving to "biasing" that idol (I don't know the J-pop word for bias sorry!) 

Developer(+2)

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)

(1 edit)

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! 

Developer

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.

(+2)

It would be very handy to be able to sort the idols by Friendship and Influence.

(+1)

Kinda hinted at this before with asking about having two centers, but now I'm wondering, is there anyway we could have the option of designing/controlling the size of a single formation? I'm not sure if there are any in-game/engine constraints to this but I've had a couple of games where I have 30-40 girls 6 years into the game and would like the option to have more than just 15 per single. Not everyone would use it all the time but I'm sure lots would appreciate the option to put as many girls as you feel you would need (I'd get that feasibly it probably can't be infinite, but I think a ceiling between 30/40/50 would satisfy everyone.) 

Going off of that, the election calculating more spots as you add more idols would be appreciated. I get how a "Top 10" is universal for countdowns but since the election is based off of the SSK I do find it weird how it doesn't at least match the (current) max single size of 15 idols. Finally, the current finished election event only lists the Top 5, could it be expanded to list all spots? It's a bit of a hassle because I like making a single based off of the results and I have to write it down/take a pic of the results before exiting the event if I want to remember who to add.

(+2)

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?)

(+7)

Maybe this is just me but I think it might be nice to have a few random happy events amongst all the chaotic cults, sweaty handshakes, misprinted CD's and everything else that goes down lol. 

Like "An elementary schooler recognized (idol) in the street and gave her her favorite teddy bear, (idol's) training is multiplied by 1.5 for 1 week" or something. I love the drama but a little wholesomeness might be nice too ;) 

(+2)

ok Update review:

Cafe:

Mixed-to-negative feelings, it’s a bit.... it doesn’t feel like a game: I built 2 in a game while having a high promotion level, and suddenly I barreled from having 150k fans to 500k in a matter of weeks, and had to self-impose a rule of not leveling up promotion too high and only keeping one cafe. Then in another game I put one cafe and had my unpopular, newest idols work it to try and boost their fans while they weren’t in singles: in a matter of weeks at promotion level +750 fans, I realized ALL my girls were working the cafe because the cafe had enabled my newest hires to catch up with girls who had been in singles for 2 years, and they all had the same amount of fans now.

I think the cafe fits into the game as a source of income: the fandom gain feels off.  While i like the idea of another type of passive fandom growth (ie you can gain fans without having to release a single, like with media and drama shows), the fact it gains SO MUCH and is an overpowered, superior version of the regular promotion tool is what makes it too much (And personally I don’t think it’s a fun mechanic, it’s very clicker game-esque where the cafe is essentially clicking the promotion button for you and there’s really no sort of gameplay involved with it.).

Difficulty:

I’ve played through unfair mode 3 times, and honestly it was no problem using the same “start as a modeling agency” strat. Other than rent adjustments and loans, I don’t see what’s changed between regular mode and this one, to be honest (And like a few other mechanics, I do really think this mechanic should be explained in detail rather than just “various balance changes”.)

Events and Art

The new events are fun and break up monotony, and the new art is great. I have more to say about this (Partly there should just be more in general), but I think I might make one big IM review in a bit.... Anyways really enjoyed them, good job.

(+2)

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.)

(1 edit) (+2)

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.

I just bought the game and already had my first misstep, when the audition finished I didn't select any idols there should probably be a warning popup if you didn't  select anyone or closing the window shouldn't be possible until you revealed all/one of the idols.

Personally, I would like a way to lock the scrollbar at the side. Pretty much every time I move my mouse to the bottom to click one of the buttons down there, I accidentally scroll down on the building. It would be nice to have a way to lock the scrollbar so that it would just stay centered on the building where I have my rooms built instead of having to adjust it constantly.

(2 edits) (+2)

I was wondering, have you possibly considered expanding some of the marketing options into being a new part of single production, like making a PV/Music Video to promote the single? There’s already Bikini PV and Viral campaign that sort of hint at this, I could see that being it’s own category and being expanded to include different types of videos (Flash Mob, Traditional/Kimono, School, One-Take Dance, Drama, Action, Mini-Movie, Sports, Parody, Band PV, Retro, Travel/Foreign Location PV....)

Maybe these PVs could include a new staff role, or maybe you could “audition” Directors like you do with idols when you want to have a PV and chose from randomly drawn Directors with varying specialities/production levels in each type of PV? I could even see these PVs becoming a separate tab similar to media/part of the single release results screen where you can see how many views you got for the PV first week and see how views increase/decreased after the release week/week-to-week

Also, I don’t remember who said it, but I think being able to include more than one song on each single, and possibly work up to producing albums would be a cool addition. (You could designate which song is the A-side, but additionally package it with more songs that have different styles/idol lineups that can affect the appeal and sales of the entire single, maybe even solos, etc.) Each song might need separate production for the lyrics, dance, song, PVs so there’s a opportunity cost of being able to release less singles/having a more expensive single but it might have improved demographic appeal/sales. Also would give people with large idol rosters more to do with their girls instead of having to switch them out every single release

(+5)

Totally agree. I love the game but the ability to release PVs and albums would make it a hundred times better.

(2 edits) (+6)

A few suggestions and some feedback: 

- I think it would be interesting if idols came directly to you more often if they felt unhappy or bothered. Maybe they want less work, maybe they want a raise, maybe they don't feel like practicing anymore, or maybe they don't like one of the group's policies. It'd be a good way to know what your idols are thinking. I just had an idol graduate less than a year after joining the group, at the age of 18, and maybe things could've gone differently if she had told me she was unhappy about her salary.

- 'Unfair' difficulty didn't seem to do anything. I actually had an even easier time making money this time, and didn't even have to get a loan from Fujimoto. Within the 1st in-game year, I was already sitting on tons of millions of yen (thanks to photoshoots and negotiations at first, then a few successful singles). Didn't even need to build a cafe to thrive.  Other than saying "Nerf everything, make us suffer, we like pain, misery and bankruptcy", I'd suggest specifically slowing down the rate at which your staff levels up their skills (in order to force players to spend more money hiring new staff members if they wanna grow faster), or maybe even cap their skill development. For example: if the player hires a 'Beginner' manager with 2* contract skills, that manager can only develop their contract skills up to 5*. The player will, then, be forced to hire a better manager if they wanna get better contracts, and will either have to fire the 'Beginner' level manager, or keep paying her salary. And, speaking of staff salaries, they should be higher in the 'Unfair' difficulty, since they're not dynamic like the idols'. Just to make things more fun :)

(+1)

The newest update sounds positively bonkers and is probably the biggest package of changes/additions you've made in an update, I'm beyond impressed just reading about it..... Huge kudos for all the work that surely went into it. Starting it rn!

(1 edit) (+3)

Hm, after a couple of hours of play, here are some small changes I could see:

On the sister groups screen where you can allocate the formation points (cute, cool, sexy, etc.) it'd be helpful if there was a way to undo an addition: I didnt know what was happening at first and accidentally sorted one of my points, and there's no way to undo it. A "cancel" option so you can leave that screen without saving if you make a mistake would be nice.

More designation between groups would be a godsend:

1) In the production/released tabs: I was working on two groups' singles simultaneously and they look identical, perhaps you could chose a color when you make the group too, and all their associated "tabs" retain that color for distinction's sake?

2) On the girls' job sections, maybe it could take a page from Stage48 and list singles like this:

Akizaka46

Give Me Six

Sounds Great

Tartan Plaid

Sakazaka46

White Goat

instead of just having all the titles one after one another chronologically?  (As in, Give Me Six releases on July 2018, Sounds Good on Aug 2018, but the idol participated in the sister groups' White Goat on Sept 2018, and then the full group's Tartan Plaid again on October 2018. Instead of WG following Sounds Good, it's separated to indicate which group the song came from.)

3) Following that, the tooltip for formations on the released single tab already looked a little cramped with how it tried to represent positions with written names, but now that there are sister groups I think it would be helpful if it showed maybe a list, rather than a comma-separated paragraph, split by group, and then displayed the formation when you clicked on the single's "card". The different groups' singles being tabbed separately instead of all being listed chronologically would also help!

Finally this is kind of a bug, but during the single formation screen, it will wipe your formation if you switch the group tab. The main group tab also retains all your hires across all groups, not sure if that's on purpose.

Thanks for reading! Still got lots to play, lol

(3 edits) (+4)

OK so a bigger change suggestion I have regarding sister groups is that stamina-draining marketing choices like handshakes, 2 shot etc shouldn't affect girls outside of that group when it comes to their single release. I think a potential advantage of the sister groups is that you can rotate through their releases while another group rests up but with all their marketing tied together it kind of neutralizes this positive.

(1 edit) (+4)

Update 13 Review/Impressions

I think this is the best update and brings Idol Manager a huge step closer to feeling like a fully-fleshed/realized game! I'll talk about why I like it, where I could see the elements in it going and where I think the rest of Idol Manager could be filled in.

Scandals

I like the utility of scandal points now, as they kinda just sat there before. There's reasons to want to get rid of them before your next single, now. I got a real shock when I tried to fire a staff worth 3 points and got an event!

Sister Groups

I like so many parts: how they interact with the clique/relationship system, how you decide which group they appeal to and how the formation stats per single factor into how well they appeal, etc. Regarding  the appeal, I like how it diversifies the types of idols you have due to the fanbases supporting idols of different groups: For example, I've never had an idol with a majority casual fans until I started a sister group targeting casuals, leading to an interesting scenario where despite one idol of that sister group having the most fans of any idol in all groups, she placed 6th in the election because the single was bought mostly by hardcore fans.

I feel like it's improved the longevity of a playthrough, as when you run out of things to do with your main group, you can just start a sister group and try building them up. But it's not exactly the same playthrough as you've got to juggle twice the amount of activities, leading to more engagement.

Where Sister Groups Could Go

I like the changes done to the game to integrate them (Like sales being affected by fans of idols in the single), and even wish some of them applied to the main group (Like being able to "upgrade" your appeal based off the stats of the songs, which would give leveling up stats a bit more importance.). I think some additions/tweak could be:

1) Aesthetic Differentiation

Like I've said above, aesthetic/UI-wise, some things look too similar when you want to focus on one sister group. I think something simple like picking a color for your new sister group, and then EVERY piece of info having to do with them carrying on that aesthetic would be very helpful.  Their singles' tabs, member profiles/portraits, etc.

UI-wise, things like organizing their singles on separate pages from every other group, their singles separately from the main group's in the jobs section, the compact view still respecting sister group division, etc...

2) Tools catered to their addition

Things like being able to audition idols directly into a sister group instead of having to bring them from the main group after hiring them, being able to assign workers/coaches/stylists to auto-train within/find contracts for a specific group instead of the whole franchise...

3) Separate concerts/media

Being able to create sister group-specific shows (this mostly pertains to the "random" and full-group cast options) instead of drawing from the whole franchise, and more importantly,  separate concerts where sister groups can have their own concert with a setlist drawn from their singles.

Possible Additions/Changes for the Whole Game

What I think the sister groups do well is that they add additional "cogs" to your idol machine and keep you on your toes trying to manage them. I think features that add these types of moving parts would help increase the longevity of a playthrough. Going from small-ish/subtler ideas to big ones:

Measures of success

Just some fun stats, perhaps some screen showing the fandom growth+sales growth of each group over time, showing the fan growth of individual girls over time, etc. The latter might be especially useful for deciding which girls you want to pay attention to, especially when you might miss the fan growth of girls who are doing dramas/shows but aren't in singles if you aren't checking on them.

Bigger formations/double center recognition

Now that sister groups are a thing, I'd love to be able to bring different demographics from different groups to the main singles, but 15 is a little small for this purpose. Hoping to see this number increase in the future!

More genres/subgenees, ability to tell what's trending

Already know I mentioned this, but I think diversifying some of the appeal combos would be interesting and helpful in single creation.

Idol personalities

Maybe idols can have likes and dislikes? They naturally like certain genres/dance styles/lyrics and will get a boost if they're on a song within that genre, or a hit if it's a style they don't like. Maybe some like being toward the front and others get anxiety being in the spotlight. Maybe an idol doesn't like doing cute/sexy jobs and will ask you to not give her those types of deals.

Achievements

Just some completionist goals, like "Release 48 singles", "sell 1 million copies", "have 100 idols at once", "create 10 groups",  "unlock every genre", etc, and lots of them!

Deepening mechanics

Perhaps this would be something only in Normal/Unfair difficulty, but I could see certain mechanics expanded on to provide some challenge: I read up some of the earlier promotion for the game, and I thought one of the interesting concepts was that your group would have relationships with specific business that give out contracts. This could be interesting in where business might return to offer better offers to you upon completion of a successful contract, or might blacklist you/a specific idol for sometime if you break a contract/get in a scandal. Maybe the fame system, which kind of comes off as defunct since buzz is gone and also lacked a function, could be tied into this, where when idols exceed a certain tier of fame, they gain access to a new, higher-quality tier of sponsors/businesses? 

The individual handshake, while super helpful for increasing sales, is too overpowered right now imo. The more idols you have, the crazier its bonus gets (I have 3 groups and get a 1000%+ bonus now that i've upgraded it a few times, so it does result in a runaway effect the longer you play.) Maybe a way it can be balanced is by tying it to fame and having some additional depth to it? For example, right now essentially each idol adds the same flat percentage, they contribute the same amount of fan sales. Instead maybe it could be based off the handshake slot system? Each girl is assigned a number of spots, and when they're sold, more can't be bought. If they don't sell out, it's not counted as a sale. This sort of scenario:

Individual Handshake has +10% hardcore appeal per idol (in a best case scenario)

You have five idols, resulting in a best case of 50%. Each idol gets 2 slots consisting of 5%, and they're evenly split between them all by default. You go with the default, but due to a couple of your idols being new/unpopular, you only get a ~30% boost rather than a full 50% (Because realistically no one's gonna go for a handshake with someone unknown, right?) But perhaps your most popular idol has more fans/demand than 2 slots would allow: you can take slots from the girls who won't fill up all their slots and give them to her, boosting you to 50 anyways, at the cost of her stamina being drained more.  Inversely, maybe your most popular girl is working on a lot of contracts right now and you want her to conserve her stamina, so you have her sit out the handshake by distributing her slots to other girls who can take them on. The girls spend a bit more stamina, but gain more fans than they might have before, you sell the same amount of handshakes, and your original idol isn't in danger of injury. This is just an idea I had that hits on the management aspect of the game (And I've always wanted an option to allow idols to opt-out of handshakes).

Music videos+albums

Like I wrote in a previous post, I think this is a natural inclusion for the game someday down the line, where the PVs might have their own genres that benefit the song they're associated with, and where you can work on multiple songs at once and tie them together to a single/EP/album that's more effective (but more expensive) than a single song. These would also give you a way to include all your idols and have them gain fans, even if they aren't quite ready to be on an A-side. These b-sides could also be used for concerts and help fulfill those center wishes.

More special events

Kind of anti-climactic for a final idea, but I'd love to see a Rock-Paper-Scissors Tournament event be included in the game! Just gimmicky and fun, maybe with you being able to watch the randomized matches in real-time. 

------

This really does feel like the strongest update so far, I'm definitely going to be playing it for a while. Thank you for taking everyone's suggestions and feedback into consideration, because you can really feel the game getting stronger with each update!


here's some ideas i have! also, i already am in love with the game.

- can we have a survival show? where instead of auditions, we can have a reality show where we look for a new trainee or trainees (new generation?) and fans can vote for their favorite trainee (and eliminate their least favorites). we can also rig the shows by purposely editing a trainee terribly or changing the winner / lineup overall. rigging is also a bit scandalous, because the company can be exposed for this.

survival shows can help the group grow in popularity. some trainees that can join the survival shows can be popular ex members of a group, actresses, models, social media inferencer, or even an average person.  

- reunion concerts. i honestly want to do more with the graduated idols. maybe we can do a once a year concert with former members.

this can make old fans who left the group after said idol graduated return to the group.

- music videos. that's it.

- siblings in the group.

- male idols / groups!

- scandals in shows

- more idols walking to you with problems. 

- employees being abusive with power storyline!

Hello

Could you add new random names from the Sakamichi series also?

And is there a tag for all the result of past elections in the game?I love data!

(1 edit) (+4)

I'll admit, I am a complete noob when it comes to the world of j-pop and k-pop, and, while I may be a newcomer, there's a rather basic aspect of the whole talent agency culture they have that isn't fully portrayed in Idol Manager, though it'd probably be relatively easy to implement. We can name our character, group and sister groups, come up with songs and shows with unique titles, and even give our idols and employees nicknames. So much naming left and right... but how come we can't give our own agency a name? I personally feel like that would add, even if superficially, a new layer of personalization and identity creation to the game. Hell, if you let us name our company and give us some 5 preset logos to choose from, we'll loudly and proudly call that agency our own. Of course that could be expanded upon with more dialogues and events focused on agencies, in addition to the ones focused on groups and idols, but just being able to give our own company a name would already be something meaningful.

I think it'd be cool to add heights to each girl. Either just having one height a girl is during her whole time as an idol or maybe over time some girls could get taller if they were added when they were younger. 

(-5)

Male idols!!!!

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