A good, but grindy 'feeling', management game. Rewards are on the lighter side and may not feel like they were worth the effort.
Gameplay: 4/5
Matching employees to tasks based on guests. I didn't encounter any bugs, however the game loop for the sandbox is slow paced. If you click-spam, you'll feel like you're waiting for the UI animations more than anything else. The slow UI makes the game feel grindy, but the next step for progression is usually stated for each character.
While it doesn't seem to have a technical grind in the gameplay itself, as I didn't need to run extra weeks to progress, there are multiple repetitive slow elements of the UI design that makes the time between tasks take longer than the tasks themselves.
Visuals: 3/5
The renders are of good quality, with a good selection of off the shelf assets. Repeated use of slow-panning on static poses draws extra attention to the slow pace of the gameplay itself. Credit to the selection of the models used, as they mostly fit well together in the environments, however the quality of the models draws attention to the poor animation.
The animations appear stiff, as even off-the-shelf animations usually appear more fluid that what you'll see here. The speed slider for the animations has less influence than you'd expect, and the game draws attention to it by forcing you to adjust it to proceed in some scenes.
Story: 3/5
The narrative arc is good, but the delivery is a bit weak, so have a click-spam key ready. Note that you'll be tested on the information that you've skipped through late in the game. Also, I was expecting more interaction with the guests given how they are centered in the gameplay as much as the employees.
While I don't expect much from the narrative or dialogue in a management sim, the fatal flaw is putting in too much unnecessary dialogue. Cutting the dialogue in half likely could have delivered the same narrative while feeling like less of an anchor.
Gameplay: 4/5
Matching employees to tasks based on guests. I didn't encounter any bugs, however the game loop for the sandbox is slow paced. If you click-spam, you'll feel like you're waiting for the UI animations more than anything else. The slow UI makes the game feel grindy, but the next step for progression is usually stated for each character.
While it doesn't seem to have a technical grind in the gameplay itself, as I didn't need to run extra weeks to progress, there are multiple repetitive slow elements of the UI design that makes the time between tasks take longer than the tasks themselves.
Visuals: 3/5
The renders are of good quality, with a good selection of off the shelf assets. Repeated use of slow-panning on static poses draws extra attention to the slow pace of the gameplay itself. Credit to the selection of the models used, as they mostly fit well together in the environments, however the quality of the models draws attention to the poor animation.
The animations appear stiff, as even off-the-shelf animations usually appear more fluid that what you'll see here. The speed slider for the animations has less influence than you'd expect, and the game draws attention to it by forcing you to adjust it to proceed in some scenes.
Story: 3/5
The narrative arc is good, but the delivery is a bit weak, so have a click-spam key ready. Note that you'll be tested on the information that you've skipped through late in the game. Also, I was expecting more interaction with the guests given how they are centered in the gameplay as much as the employees.
While I don't expect much from the narrative or dialogue in a management sim, the fatal flaw is putting in too much unnecessary dialogue. Cutting the dialogue in half likely could have delivered the same narrative while feeling like less of an anchor.