So...There isn't one, you have to unlock the game itself following the instructions, just keep trying, took me about 4 or 5 tries to get it, as you have to click on specific parts of the locations mentioned.
After you get the first one and it says Thank You, the others will flash very quickly. It does unlock, but you have to get the right spots in the image
Reviews are almost never objective. They are opinions, meaning subjective.I think you'll find "Bob" is very good at ruining his own game, going by the majority of reviews on here. At least on here you get objective reviews about the grind and nonsensical gameplay compared to the fairytale on Patreon.
BTW, there are plenty of devs who release high quality content on their Patreons or here for free. No doubt you consider the $50 a month great value to get the game on release day.
It's not anywhere near as grindy in the last few updates, and reasonably easy to complete all the bookmarks.On grind: That is pretty normal in sandbox, and not much worse or better in this game. Not seeing your point at all on this.
Hehehehe. Agree 100%. Not saying it's not grindy, it is. But that is part and partial of being sandbox, hence the tag. Then again, one person's "enjoy repetition" is another's "grind". Again, hence the sandbox tag as warning.It's not anywhere near as grindy in the last few updates, and reasonably easy to complete all the bookmarks.
I will admit back in the beginning of the game it was grindy as hell, but nowhere near as bad now
Thank you I did itThe yellow dots are where you need to click, the positions might not be 100% accurate, but should be pretty close, just make sure you get the "Thank you" message before progressing to the next one
Well I guess the perception of a game as grindy is not only about the sandbox-design per se, as there are many very successful sandbox-games like "summertime saga" or "The headmaster", that are not perceived that much as a grind. I guess that a big part of the perception of grind comes from the structuring of the day in hours rather than in smaller units. That may be a little bit too much. I guess, my next example is a little bit exaggerated but it is only to show the point, where a big reduction of grind-perception could be done without changing the overall concept of such a game very much. I guess that can’t be done in this game, because it would mean a complete overhaul of the game. It’s just a advice for the creation of future games.Hehehehe. Agree 100%. Not saying it's not grindy, it is. But that is part and partial of being sandbox, hence the tag. Then again, one person's "enjoy repetition" is another's "grind". Again, hence the sandbox tag as warning.
When MBFD finishes, Room For Rent will be continuedWell I guess the perception of a game as grindy is not only about the sandbox-design per se, as there are many very successful sandbox-games like "summertime saga" or "The headmaster", that are not perceived that much as a grind. I guess that a big part of the perception of grind comes from the structuring of the day in hours rather than in smaller units. That may be a little bit too much. I guess, my next example is a little bit exaggerated but it is only to show the point, where a big reduction of grind-perception could be done without changing the overall concept of such a game very much. I guess that can’t be done in this game, because it would mean a complete overhaul of the game. It’s just a advice for the creation of future games.
You have 8 locations, 14 times a day on which you can do things and 7 days a week. If you have a person, that has absolutely no clue what to do and you have an event, that triggers only once a day on a certain place and a certain time a day, in the worst case the person has to try 112 different time/location-combinations to go ahead. If the event triggers only on a certain time, a certain place and a certain week-day, in the worst case you may have to try 784 different time/location/day-combinations. And as time has a certain order, you can' just go ahead to one certain time frame when you think there might something happen (as it is with a certain place), but you have to skip hour for hour.
If only the times a day were reduced to 4 or 5 times, there were only 28 to 35 different possibilities for a daily event and 198 – 245 possibilties for a weekly event, which is far less. That’s only worst case and the average case is certainly much lower. It’s only an example to show what influence the choice of the amount of daily times may have.
I guess such a reduction wouldn’t only reduce the perception of grind, but also the maintainability of the game, as the overall code-complexity could be reduced (certain events should only trigger on a certain time of a day and not in a time span) and bugs can be easier detected and solved.
Maybe it would be useful to do an Patreon-Poll about such a question for a possible future game when MBFD comes to an end.
Not a bad idea. Actually surprised they haven't thrown some polls on there already, like: Would you still pay / stay on same tier if the "time to public" is significantly reduced? Or a periodic How would you rate the game per the following categories?Well I guess the perception of a game as grindy is not only about the sandbox-design per se, as there are many very successful sandbox-games like "summertime saga" or "The headmaster", that are not perceived that much as a grind. I guess that a big part of the perception of grind comes from the structuring of the day in hours rather than in smaller units. That may be a little bit too much. I guess, my next example is a little bit exaggerated but it is only to show the point, where a big reduction of grind-perception could be done without changing the overall concept of such a game very much. I guess that can’t be done in this game, because it would mean a complete overhaul of the game. It’s just a advice for the creation of future games.
You have 8 locations, 14 times a day on which you can do things and 7 days a week. If you have a person, that has absolutely no clue what to do and you have an event, that triggers only once a day on a certain place and a certain time a day, in the worst case the person has to try 112 different time/location-combinations to go ahead. If the event triggers only on a certain time, a certain place and a certain week-day, in the worst case you may have to try 784 different time/location/day-combinations. And as time has a certain order, you can' just go ahead to one certain time frame when you think there might something happen (as it is with a certain place), but you have to skip hour for hour.
If only the times a day were reduced to 4 or 5 times, there were only 28 to 35 different possibilities for a daily event and 198 – 245 possibilties for a weekly event, which is far less. That’s only worst case and the average case is certainly much lower. It’s only an example to show what influence the choice of the amount of daily times may have.
I guess such a reduction wouldn’t only reduce the perception of grind, but also the maintainability of the game, as the overall code-complexity could be reduced (certain events should only trigger on a certain time of a day and not in a time span) and bugs can be easier detected and solved.
Maybe it would be useful to do an Patreon-Poll about such a question for a possible future game when MBFD comes to an end.