The grind has started to seep into this game and it's not really for the best. You need both the restaurant and the bar if you want to accommodate the full panel of guests, but they cost far too much relative to how much money each new guest brings in. Even with two guests at a time (which also takes a considerable amount of cash) it'll take several in-game weeks before you can afford to upgrade everything, and honestly there just isn't enough fun in the management system to make it worth it. Picking one of three very obvious options for food/drink gets old fast.
The new events are very nice albeit short, and I'm digging the slow burn of the lore drops. There's the framework of an outstanding game developing here, but just too short on content and gameplay at the moment.
Some suggestions:
- Less expensive buildings at the start or more cash per guest, and have the upgrades be more expensive. I feel like guest variety should come before the challenge of juggling multiple guests.
- Increase the variety of things to do with each station. I'm not sure what the long-term plan is for room service, but there should be a larger variety of dishes to choose from at the very least; if nothing else, your players will learn a bevy of French and Italian recipes! You should leave the guest instructions on the same dialogue slide as the food choices, too. Ideally there'd be a Cooking Mama-esque mini-game that keeps the player engaged since we'll clearly be spending a lot of time making food, but I know that's not the sort of thing one can plan and implement in a couple of weeks.
- The "Do Nothing" button should probably be a one-click option, maybe next to "Continue"? It'd streamline the process once a player doesn't have any immediate events to explore.
- Animations really need to be sped up, as well as the dialogues with guests following their initial interactions. There's much too large of a delay when switching between management and player screens. The time transitions are cute, but after the third or fourth time hearing the violin it gets old. I spent a large part of my playtime holding down the Ctrl button, which speaks to the amount of redundancy present at the moment.
Bugs:
- There's an odd repeat of the final dialogue box when leaving exploration events sometimes. Most often it happens when hitting some sort of dead end, like when trying to check with a staff member who doesn't have a story event lined up at that time.