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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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(+3)

I tried it days ago and after hours of play, I think there's so many aspects that could be improved. I don't know if anyone already shared the same ideas, but here are mine:

- I think the relationship system has so many possibilities, not only between the producer (us) and the idol, but also between idols. For example, if Idol A has a good relationship with Idol B, when the producer does something unfair to one of them, another's relationship (or influence) with the producer will decrease, and the same thing happens if the producer does a good deed to one them. If Idol A and B has a sour relationship, the relationship (influence) will increase to one idol when the producer does something unfair to the other. Also, it's no secret that many otaku likes to see the group they like has a great chemistry with each other. It'll be great if the producer can persuade two members to appear intimate with each other and push them to please the fans, thus raising number of fans and generate more kaching.

- Merchandises. Selling CD is one of the main business of idols, but merchandises is one of the most profitable source of income for group with less members. We can buy the merchandises and sell them in concerts. I think K*irosoft's M*rch to M*llion has a good implementation of this.

- Last, but the most important thing in the industry is recording label. In reality, it's impossible to have self-produced and self-distributed CD to have one million sales. That's why recording label is important. Producer (or manager) may send proposals to recording labels in order to get time-limited contract, which can be renewed. Or if you're great enough for independent idol, proposals from recording label will arrive to you. The advantage of having a contract with recording label is they will set you a fixed budget, thus cutting some amount the expense for releasing CD. Also, it'll be awesome if label allows us to use music producer with high skills outside management and specialized in one genre for a price, resulting in a better music to cater casual audiences. Still, the advantages we get from having a contract with recording label has a high price. The way to renew the contract is by meeting certain sales and completing tasks from the label (the same way if we want to lend money from Fujimoto), and fail to do so means our contract may not be renewed. Recording label is kind of sensitive with public image too, so having too many scandal points will likely be resulted in contract termination.

Due to language barrier, my explanation isn't so detailed, I'm sorry. Hope you can put it to consideration! 

(+3)

I like the above mention of merch: Maybe you could pick an idol and create a photobook for her based off a stat, and then by combination of her fame/that stat level it affects the sales of the photobook/the amount of fans she gains from it?

An addition to theater I could see is being able to decide a setlist for performances: the quality of the song/its vocal and dance values might boost the training performers get.  Also, I think idols need to be scheduled as well, and get boosts/stamina drain individually. I think it's a negative departure that the cafe has the ability to "schedule" girls (Sort of: If it's on manual, but you have to drag your girl back to the cafe if she finishes a shift which is already overly-tedious) but the theater doesn't when it could really be useful for boosting newer girls.  We could pick 3 or so girls for each day, and they're the ones performing and getting boosts. Maybe not changing the setlist/performers over time might cause the audience to get bored and require you to switch it up over time and cycle songs/idols through the setlist, just to make the theater a bit more hands-on. I also think it'd be great if girls could gain some fans by being in the theater, and I think it kinda fits better into the idol growth cycle than gaining fans through waiting tables lol. And with the cap of a live audience being 300 and streaming having some barriers, I think it would avoid the runaway growth that the cafe gave girls.

Finally, with the addition of the new room type, this is something that's been bothering me: I think there's too much to look at. My building just SCRAWLS up and down the screen, out of sight. You have cafes and theaters which take up 2 floors with just one of each, two floors to fit break rooms and single production rooms, another two floors to fit doctors and offices: it's too much to keep track of now. I agree with a much earlier suggestion that it might be time to consider allowing the player to upgrade rooms, rather than forcing them to add another floor on top of what they have: An upgraded breakroom takes your old one and allows it to restore stamina for 10 idols at 1.25 the original cost, then 15, etc., the cafe has its capacity doubled when upgraded, the office upgrade allows more than one staffer to work there.... The dollhouse style looks nice when you're only utilizing the first two or three floors with only a few roomtypes, but as the complexity goes up, it gets messy (Especially when you have to process things like business deals when your worker is 3 stories apart from the other two.) The released singles also could use some de-cluttering, like with separating sister group singles.

(+4)

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).

(+1)

Second that.

At least, I wish there will be a button to remove the room, since we can fire an employee.

(1 edit) (+1)

Hello.

I'm new here, but I have lots of ideas for this great game.

First one is the Singles chart.

The only reason we are interested in the data is the relationship. Maybe having the real rival teams is cool, but it means nothing just for the simulation names.
For example, how many players will glance the singles chart even when they don't produce a single in the month?
I won't, because it makes no difference to me. The rival teams are not existing. They are only series of simulation names, even the names change every month.

Instead of the original singles chart, how about focusing on the player's prodution data.
Here is the format of oricon single weekly ranking:


(Statistics Date/ Week/ Rank/ Weekly Sales/ Cumulative Sales)

For now, we released a single, and get the simplified result. How about making it more real? Not just an eventually result, but a continuity process.
Refer to the media system, we can check up the data of single sales every week, and get the profit every week.
Make a deadline for the sales, such as the fatigue of media, maybe depends on the appeal ect.

I think the continuity process always makes players excited.

(1 edit) (+1)

Hello.

This might be difficult to change, but I think it's worth to try. :p

Experience system

Every idol gets the level cap. For example, normal idol's cap is 20, silver is 25, golden is 30, and platinum is 35. When the level is up, every attribute of idol will promote automatically. Maybe also gift some points for players to add on freely. To go a step further, we can get points to redeem the trait or cancel the negative trait.

Every idol has a random initial value, and starts with level 1. They get exp from all kinds of activities and level up with enough exp. For now, an idol can only promote their attribute by practicing in the recording studio/dance room. It's inefficiency and making no sense. For example, an idol should get better exp from the concert than the studio. All the activities should offer different exp to the idol. Photoshoot, advertisement, drama, variety show, performance, promotion ect, you know what I mean.

I've played this game over 10 rounds. Everytime I got bored with making lots of money. Yes, I can build my best group with the best idols from the nationwide auditions. Let's say, they are "platinum" idols. Do you get the point? I love my idols from the start. They don't own the great attribute, and most of them are the "normal" idol. For the currently system, it's difficult to promote their attribute to the average value. So usually the ordinary strategy is: pick the normal idols in the beginning, make enouth money, pick the platinum idols. It's like putting the cart before the horse. I think the word "produce" means you train the idols and make them better.
The experience system will make idols better, and make the "old" normal idols more useful.

Thanks for reading.

(2 edits)

Hello.

This might be much more difficult to change, but I still think it's worth to try. :p

New sort of attribute

Appearance

-It's the most important attribute for an idol.
-It won't be promoted automatically by leveling up.
-Every new level, You can only get 1 free point to add on.

-Related to fans appeal, bussiness proposal: photoshoot, advertisement, election

Vocal

-Related to media: radio, practice speed in the recording room, concert, single sales

Dance

-Related to practice speed in the dance room, concert, stamina (I think great dancers should get bonus on stamina.)

Performance

-Related to bussiness proposal: TV drama, concert, media: TV, election

Smart

-Related to speed of level up (Smarter idol needs less exp), election, graduation(For the school :p)

Funny

-Related to fans appeal, bussiness proposal: variety, talk break, media: radio, internet, TV


Every idol gets one of the 5 types:
*Numbers of parenthesis is just for example.

Refer to the research, every type has several level to promote.
The idol can promote it in the dressing room.

Neutral

-Bonus on all types of choreography(+10%)
-Appeal to all types of fans(+5%)

-The value of appearance can't be higher than 70

Cute

-Bonus on type of choreography(+20%)
-Appeal to Hardcore(+30%), casual(-10%), teen(-5%)

Cool
-Bonus on type of choreography(+20%)
-Appeal to Female(+20%), teen(+10%), Male(-10%), Adult(-5%)

Sexy

-Bonus on type of choreography(+20%)
-Appeal to Male(+35%), Female(-20%)
-Bonus on dating scandal :p

Pretty

-Bonus on type of choreography(+20%)
-Appeal to Male(+10%), Female(+10%), Hardcore(-20%)
-Bonus on dating scandal :p
-Bonus points for Appearance

Thanks for reading.

Make the idol more unique!

(2 edits) (+1)

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.

(2 edits) (+1)

Hello.

Me again, this might be very easy to change.

In the beginnig, the group's name, it should be changed with company's name.

For example, we name the group's name, just call it A46.
One day we plan to build a new sister group, call it B46.
In reality, the idols from the new auditions will be placed in B46 directly.
But in the game, they will still be placed in A46, then we move them to B46.
It doesn't make sense.

We should get a company name first.
Each idol from the auditions will be a trainee in the company until the debut day.
Then we name the new group, and pick idols into it. Produce a singles. Congratulations! You are debut.
That's the meaning of group's name.

This! Moving idols from the first group to the sister groups is a hassle, I wish we could audition specifically for sister groups

(+1)

After reading through parousie's ideas, they hit on two things I'm interested in as well: Recurrency/continuous single sales. As is you release the single, and whatever it sells first week is its "total lifetime sales". I'm also interested in seeing singles continue to sell beyond their release week like actual singles in their example. It'd be an extra source of income, and could add some more decision making: Maybe an old single might sell more when its genre/dance/lyric style is trending? Maybe new genres and marketing styles could be introduced that improve longevity of single sales, or trade-off debut sales for increased sales over time. Could make copy production more involved too: You produce 300000 copies of a single, take a bit of a loss and sell 215000 singles 1st week, BUT those 85000 leftover copies can be bought over time, and you'll continue to see sales if your single had the right genre/marketing choices. On the other hand you might lowball how many copies you needed, and sell all 300000 the first week or very early on, now you can't take advantage of your song exceeding expectations and possibly selling another 50000 copies in the next few weeks, had you made that many.

Also agreed on how the game does sorta encourage you to only work with platinum idols (The new awards benefit for Best Employer pretty much ensure you'll mostly get silver/gold/plat idols), when normal ones mostly build the foundation for your company, and are the ones you attach to first and most strongly. Your highest earners and first centers are most likely normal idols, but they're objectively worse than most idols you'll draw after your first in-game year. I wish there was A) a way to disable special idols and B) following that, a way to rebalance regular idols to have strengths somewhat level to the special ones.

(+1)

Allow me to share my two cents with you guys. You've brought some really great ideas to the table here, and mentioned some aspects of the game that really could benefit from a few tweaks and changes.

First, we have single sales and data. Though this is relatively minor, it would be incredibly cool to have a menu or a tab dedicated to details stats and data about your singles, groups, employees, everything. From the most obvious 'Total single sales' to stuff like 'Time spent writing lyrics' or 'Failed negotiations'. Again, it wouldn't be the end of the world if that feature doesn't make into the game, but it would be nice being able to take a look at everything you've done while managing your company. Additionally, adding continuous single sales to the game would be a nice little touch of realism indeed, even though it could affect the game's economy (negatively, in my opinion), so it would sure be welcome.

Now, about idols and levels. I completely agree with what's been said about getting attached to the idols we start the game with and not wanting to replace them with other idols with higher attributes, though, at the same time, I also understand those who would rather have an ultra talented team of idols they barely know instead of a team of average idols that have been with you since the very beginning. I guess the choice should be the player's when it comes to that, and no  big changes are necessary to the system directly, although I do think IM could draw inspiration from games like FIFA in two ways:

1 - I'm sure you've heard of people who go absolutely crazy when they pull a rare player card on FIFA ultimate team. That's what it should feel like to pull a platinum idol in a "pack opening" (although, without the scummy "surprise mechanics"-styled microtransactions. Or with them, I don't know. Whatever the fans are willing to pay for a successful playthrough, I guess). Platinum/Gold idols should be rare, probably rares than they currently are, but that's not the only thing;

2 - Besides being rarer, I believe the platinum, gold and silver statuses should be more related to potential than to current attributes. Now, I admit, I haven't played IM in a while, and maybe my memory is failing here, but my food for thought is the following: pulling an incredibly talented idol with high stats in an audition should be ridiculously rare. Just think of all the other idols groups that could snatch her before you can. Maybe the player's influence could play a role in the quality of the idols you get during auditions. Maybe it already does and I'm just late to the party. What I'm trying to say is: it doesn't make a lot of sense for an incredibly talented idol to be a "free agent", and not already be part of another group. Maybe those silver, gold and platinum statuses could, instead of referring to girls who, for some reason, have 93 vocals, but are auditioning for some broke-ass low-tier idol group, refer to prospects - girls who might not have those great skills yet, but have anormous potential. But then again, that's just my opinion, I just figured it would be more fun working on building your idols form the ground by training them instead of having a superstar audition for your group, someone who already has great statuses. Those should be obtainable only by "snatching" them from other groups.

Last, but not least, let's talk about money and success. Getting rich in IM, especially in the hardest difficulty, should be comparable to the real life road to success of a small, new agency. It should be hard, it should take a while, and it should require precise decision making and a lot of effort. We want to fight for it, we wanna feel like we could always be a scandal away from going under, we want the hardships that precede the reward. But we (and by 'we' I mean 'I') don't mind failures. We want the hard difficulty to be... well, hard. Don't be afraid to make the game ruthless, make us go broke and force us to restart over and over again until we get the hang of it, until we manage to at least get out of debt.

The short version: less income, more expenditure, fewer idols with high attributes, more idols with low attributes, grinding, data about your group. :)

(1 edit)

2 - Besides being rarer, I believe the platinum, gold and silver statuses should be more related to potential than to current attributes.

Hello.

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?)

(+2)

So I just downloaded the game after eyeballing it for a while and I have to say, I've had a really fun time with it! I'm actually not usually that into business sims, but IM has been really fun so far. I'm still getting the hang of the game, and I had a thought for something I think would really improve the early game experience.

I think it would be great if you had more input in the audition system! Or at least your very first one, since those initial idols are going to carry you until you start learning the ropes. A boost to rarer idol drop rates for that initial audition could be a good idea, but I think something that would be really cool is letting you select what attributes you want to focus on for an audition. Want to make a cool-themed idol group? Audition for cool girls! Need some good dancers? Audition for girls with 'dance' as their highest attribute!

Having more agency (huehuehue) over the types of idols you get rather than just hoping and praying you get lucky would be really useful. I also think something like an optional tutorial to walk the player through the process of getting to release their first single would be great, just to make the game more friendly to newcomers.

plastic surgery-can change Idol's appearance, Idol need a certain time of hibernation after the plastic surgery. there should be a look that only can be selected by plastic surgery option, however, there is a little chance to be changed to a funny face that the user did not select.

(1 edit)

Hello.

Could you please add another "Auto Proposals" menu for idols version?
Refer to the "Preferred Proposals" of office manager, we can click on any preferred bussiness proposals(or none) for each idol.
It helps players to manage each idol's schedule(or stamina) efficiently.
Some idols can focus on bussiness proposals, some focus on singles, some focus on training ect.

It's another reason why we can't train our idols well.
Bussiness proposals preserve our company from bankruptcy, but we really don't need all the idols to make money all day long.
We need the "disabled list" to protect some idols from random bussiness proposals.

Please, add another "Auto Proposals" menu for idols version.

Syasin/Shashin (写真)
Refer to singles, each idol can release her own album. We receive the profit and review the sales data weekly. :p

After starting a new game, I'm again of the opinion that the first cafe (or more preferably, the theater) should be free and ready to go when you start the game. 20mil for the theater+a full floor of rent is too high a price to be able to get use out of in the early-to-early-midgame.

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".

By the way, it does remind me:
Do you think it's reasonable to set "release a single" as a requirement of level 2 promote?
Release a single means you need to have a dance room and recording studio at least.
But you will mostly go bankrupt if you did it in the early game.

It's paradoxical.
You need to promote the performance and promotion for better efficiency of accumulated capital. Ok, You need to release a single first. For that, You need to buy a dance room and recording studio. But you don't have enough money. So you need to promote the performance and promotion for better efficiency of accumulated capital. See?

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.

(1 edit)

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

(+2)

I'm not sure if this is a suggestion or a bug report, but I noticed that if you hire a graduating idol as a staff member, they do not appear in the "graduated" list for idols. I figure they should still appear there, perhaps with a note that they were hired into the company in their bio. (It would also be cool if their mini-portrait could use their idol appearance instead of the generic staffer type, but I'm not sure if that's something that can be modified easily.)

Also, it would be interesting if idols who were dating a graduating idol (who then becomes a staffer) could continue dating. It felt funny to see "X lost mental stamina for a mysterious reason" when X's (ex-)girlfriend was her new stylist.

As a side note, I feel like this is out of scope for the intended tone and gameplay of the game, but I sort of feel like the game eventually starts to limit players who choose to maintain a low number of idols, and I feel like it would be interesting to have a mode that focuses more on a smaller group size. (Smaller max building size, less emphasis on multiple projects happening at once, etc.) The new Relaxed mode is a great help for a casual player like me to play in that manner without a game over, but a lot of features are based on much bigger groups after the first year or so. That said, I feel like my ideas would be better for a mod or a different game, so I'm not holding out hope on a small-time company mode.

(1 edit)

Not sure if it's a bug but the events could all use a look-over to see if they're working properly, for example, that contracts don't instantly end and incur damages when an event happens (I've noticed this happening recently, just now I got the funny billboard event where I did nothing and the event said all that came of it was some minor news stories, yet my contract immediately ended and I had to pay damages?)

Apologies if this was mentioned before but I would really appreciate a way to rearrange the building and the ability to delete/move rooms. I have an unused break room from when we didn't have doctor offices available and it's just taking up rent. 

(+2)

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.

(+1)

A mini-suggestion I came up with while trying to keep up with fast mode: A pseudo turn-based mode using a new time passage button. (In addition to the pause/normal/fast buttons we already have.) Making a truly turn-based variant of the game logic would probably require too much rework to be viable as a toggle at this stage of development, but it would be cool to have a button that would advance to the next "turn" (day? week? configurable?) while keeping the timer paused after the button press. A fringe benefit would be that those who continue to play in real-time mode would be able to quickly skip through slow periods of production or other empty weeks.

(2 edits) (+1)

Idol Manager actually used to be "turn based" in its early stages of development, years before the Kickstarter. Here's a gameplay video from 2016 showing how the game worked back then.

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.

voce comprou esse jogo por quanto 

(+1)

Tbh, I don't see the point of hiring idols as staffers. By the time I have idols start graduating, a couple years into the game, there's no point for me to hire my idol to become a low-level staffer when I already have 100 million yen and all of my staffers are 10-stars. Is there something I'm missing, or something new that's been added recently? (Sorry for my ignorance if so!) 

Thanks for the great game!

Here's an idea for more of the Mod side of the game. If possible, I would like to have an option in "params.json" of the IdolPortraits to have an option like "fixed_firstname" / "fixed_lastname",  or likewise; so that, instead of fetching for the pool of first and last names for a random name, it instead uses the fixed value. It would greatly help for mods that have established names for a certain image! 

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