Hey guys,
First of all, thanks a lot for all of your feedback.
I appreciate it a lot and will try to answer most of the unanswered questions.
You raise some good points. I have been particularly thinking about the guest requirements/rewards myself for a few updates now. I am considering some alternate approaches, but I'm not sure how I would tackle this yet.
Probably the most easy and "clean" solution would be to increase experience on failing to satisfy a guest based on the level of the guest. E.g. if a lvl 1 massage skill fails a lvl 5 guests, it should increase by more than when failing a lvl 1 guest.
Also, I am considering decreasing the level difference penalties, so that a lvl 1 skill could still satisfy some of the easier lvl 5 guests if other stuff is in place (cards, items, traits or room upgrades).
Also there will be a story mode eventually to skip most of grind entirely, for those that don't like it.
There will be a skip button for the results screen (probably in the next update or the one after) as I have to admit I hold down ctrl and/or turn off UI animations when testing/playing most of the time and that's not really a good sign.
In MotH, you didn't have to play Diane's storyline. So it's either skip content and play only what you want, or get 100% completion and get some content you don't enjoy. I think it's not really possible to have both, unless you get a game custom made for you.
Lastly, about your comment saying that people will quit:
I think that people that play and quit a game before it's even halfway finished, are not really my "target audience" anyway.
They mostly want exactly what they want, when they want it (usually for free).
I've said it before (which seems redundant, considering the version number): this game is under development and will change heavily based upon the feedback I get. If people want to play a finished game, they should come back in 1-1.5 years.
If they just want to complain about not getting enough content right now, or the game not being finished...yeah...just another day in the life of a dev
First of all, thanks a lot for all of your feedback.
I appreciate it a lot and will try to answer most of the unanswered questions.
Not yet, but this is on my todo-list and will be implemented in the near future (displaying previous outfits on the staff screen).Is there any way to see all the outfits for each character? Would be nice to see the progress between tiers
Thanks for reporting this. I'll look into it.Reporting a bug that I found: Basically, if you do an event where you visit someone at night specifically on sunday night, then for some reason (I think because the rehiring of the girls takes a time slot) the game jumps to monday afternoon instead of monday morning, and any guest who would have checked out monday morning stay permanently without ever checking out. They leave if you fail them so its not save ruining, but annoying none the less
Thank you for the detailed feedback!I played the prologue and the first two versions after that, but I decided to wait for a while until the management system and the rest settles in. I gave it another go just a few days ago, and while it is enjoyable, some aspects need some serious revamp in order to smoothen the gameplay out.
- I'm used to the hard grind aspect in these games in the beginning (even tho I'm anything but a fan), but here it's especially tedious. Raising the stats, keeping an eye out for the slow income, the slow earn fate points is quite the deep water for those whos only getting familiar with these type of games. Slow transitions and the resting or working images repeating doesn't help the speed of the process at all. If we saw one already, like one of them resting, or cleaning or something, it should be skipped like when the guests are there for a second time on a level where you cleared them to perfection.
- Actions between time frames (exploring, checking, etc) become sort of pointless at times when there isn't anything to do anyway, only slowing the speed again, a skip to the next time button only would be a great addition. The random generated chance of locations are also like this, it would be much better if we could choose to what to do during an exploration for example or where to go. If we go to the woods, we could choose between the gnome, the well and the cave, or at the manor we could do the story progressing exploration, or where we search the attic. I don't mind the attic having an rng chance of giving an item, but pairing with the fact that even finding the attic is rng, it does get annoying. Same goes for the well for example, at level 3, I'd rather just go straight there to "donate", since that is a must as I experienced, than having random meetings with an item seller that isn't even selling anything, or going to the cave that will have a role at sometime in the future.
- Since I haven't followed the development phases closely, I'm not sure if it's intentional or not, but right now most of the level 3 guests are a great middle finger for the players. Even with a mostly maxed out staff (Lara doesn't have massage at 3 yet), several guests were unsatisfiable even with the correct choices, like Sister Walsh, the rich latino women, or even the sunglasses dude. I had the sauna item for Riley, while she was already level 3, but it was impossible to reach the necessary amount of points for them to be satisfied, and they soon left. That's also bad with Laura, because unless you put her to training, which again has an rng chance to boost a stat, way too much rng by the way, she simply fails most of the massage tasks. Either she and the rest of the latecomers needs to have better base stats on areas that will be unlocked at higher levels, or curb the requirement for the guests, otherwise it's a cycle of failure.
- In addition to my previous point, sure, there are items and cards that will boost your performance, but items are again highly rng, and we don't have the item buying option yet, while the progression for fate points is über slow, and finding the well is random again. By the way I'm not sure if it's intentional or not, but first time I could only donate 1k to the well, and in this update when I found it again I didn't had the 10k option. Thing is though, if having booster fate cards are a must already at level 3, even with items and highest stats, then either the points we get from a guest should be much higher, or there shouldn't be 3 different level of cards to choose from. Level 3 guests at this point are pretty much unplayable with the current format, so either the level difficulty should be revamped, or the item-fate point.
I generally liked the game, not as much as I did MoTH yet, but if these aspects will keep up, many will quit after a while or starts cheating left and right with different methods, not only with the key file that is on patreon.
Ps.: Please don't repeat the Claire thing from MoTH with Julia, she was my favorite and that therapist plotline really ruined her overall story arc, kinda hope Kay won't serve the same purpose.
You raise some good points. I have been particularly thinking about the guest requirements/rewards myself for a few updates now. I am considering some alternate approaches, but I'm not sure how I would tackle this yet.
Probably the most easy and "clean" solution would be to increase experience on failing to satisfy a guest based on the level of the guest. E.g. if a lvl 1 massage skill fails a lvl 5 guests, it should increase by more than when failing a lvl 1 guest.
Also, I am considering decreasing the level difference penalties, so that a lvl 1 skill could still satisfy some of the easier lvl 5 guests if other stuff is in place (cards, items, traits or room upgrades).
Also there will be a story mode eventually to skip most of grind entirely, for those that don't like it.
There will be a skip button for the results screen (probably in the next update or the one after) as I have to admit I hold down ctrl and/or turn off UI animations when testing/playing most of the time and that's not really a good sign.
In MotH, you didn't have to play Diane's storyline. So it's either skip content and play only what you want, or get 100% completion and get some content you don't enjoy. I think it's not really possible to have both, unless you get a game custom made for you.
Lastly, about your comment saying that people will quit:
I think that people that play and quit a game before it's even halfway finished, are not really my "target audience" anyway.
They mostly want exactly what they want, when they want it (usually for free).
I've said it before (which seems redundant, considering the version number): this game is under development and will change heavily based upon the feedback I get. If people want to play a finished game, they should come back in 1-1.5 years.
If they just want to complain about not getting enough content right now, or the game not being finished...yeah...just another day in the life of a dev