- Sep 25, 2020
- 21
- 18
oh, i never realised that ...The number next to the sun/cloud-icon on the right upper corner of the main screen is your counter for played days/ nights.
oh, i never realised that ...The number next to the sun/cloud-icon on the right upper corner of the main screen is your counter for played days/ nights.
Also on the gameplay side, I havent touched brokers at all, not sure what the point of that system is supposed to be.
It can happen very rarely if two booths open before you assign a girl, and the rng rolls for him in both booths.I just had the same investor in 2 booths at the same night. Its nothing gamebreaking but maybe its not supposed to be that way...
9.5 or 9.5.0.1?For some reason I cant have 2 girls assigned to work. Nothing happens when I drop them onto a customer. Using latest version and girl pack 1 and 2
I love it, let's goOkay, here's my basic feedback for 9.5.0.1 and 9.5. First of all thanks for the fixing the bug. It was easy enough to work around once I knew what caused it but it was just irritating enough that it made me not want to play for a while.
Anyways, on to my pedantic feedback.
Good call, I'd overlooked this -- I might actually look at making the autos more expensive.I appreciate the initial 4 gifts dispensers being cheaper but maybe 350 is better? That way nobody buys it instead of buying their first girl and running out of money?
Also maybe make the initial patronage purchase 3 points (and grant 3 via quest) to ensure nobody buys the we bring gifts options instead.
Easier said than done but I'll do my best.Boxes on the right side of the booth screen are not aligned perfectly. This has zero impact on gameplay but makes my ocd twitch every time I notice it. Additionally the investor icon is not fully inside the box.
I understand this. And originally this was my plan here (and easier to implement.)The customer attraction box is not intuitive. I get the letter reaches the smiley level and then either reels in a customer or doesn't but I'm not sure why they switch positions in the box. Perhaps a view of the outside of the club--stick character moves towards door then either enters with smiley face or gets frowney face and moves on? A single timer and smile or no smile might be simpler to understand even.
I can consider streak protection here.Also, getting a bunch of customer misses in a row suuucks. Maybe a pity timer in the early game? Having two girls and pulling a grand total of 150 bucks in a day doesn't feel great.
Maybe.Does Eager Student need a buff since classes no longer have cost or is the skill gain sufficient?
Rep gain still counts for investors even if you're capped. CJs increase your rep cap for each CJ recruited now.I'm going over 125 rep. Is this a new addition? Also, I'm not sure on this, does rep still gain even if your at total? Like if an investor needs 30 rep in a night, will it count if you're at max? My weak memory is telling me it does but I'm not 100%. If so, maybe make that clear somewhere, so new users don't get frustrated by not being able to spend it all? If not it might be impossible to get to without crown jewels to reset rep to zero.
Im not sure I want to force buying every upgrade but I am going to think about this.Overall pricing feels good at the start and not particularly onerous in the later game. I will say there is still the issue (from vanilla) where the gameplay feels humpy. As in the beginning there's tons of dancing to get to the next level, and then, should you choose it's a lot easier to mainline to the next available club level and buy stages only rather than fill out the clubs accoutrements at that level. Investors only strengthen this strategy since they're so strong and are tied to club level. What this means is that eventually you push to second last club level and start making enough money to eventually buy everything more quickly. Maybe require a certain number of upgrades before the next level unlocks?
The issue with slow openness gains (for dance/pose) is that it makes them grindy.There is still the issue of girls advancing openness dramatically once foreplay (and extending) become available, meaning the mixed openness of the early game gets lost as girls accelerate to the maximum allowed by unlocks that much more quickly. Again this is a vanilla thing too and I don't even know if I consider this to be an issue rather than just how the mechanics work.
I think that's it for now. Overall a strong update. Most of the options and mechanics feel mature and good. This is a nice stable build to keep us in good stead before 10.0.
Exactly my thoughts, especially on the missed clients in the first stage and only pulling 150 to 200 bucks...I love the strong output in this fix and I am rooting you on!Okay, here's my basic feedback for 9.5.0.1 and 9.5.
Read her trait description in the Staff list. It tells you how her trait works.Hello folks, i have one girl that openess still stays by 0 i try to give lessons or let her dance, but the counter still stays by 0. Any Idea what i could do?
Makes sense, brats are using a completely different variable to represent openness. I'll get the sort algorithm fixed up to see it.Small thing but when sorting by openness brats seem to be all over the place. It could say they have 16 but get sorted higher than girls in the 30s.
I think Openness is done pretty well in this game. Maybe not perfect in its presentation, but it's paced fairly well: it's a big time gate early on, when the player still has only 1-6 girls. But with some obviously useful benefits and traits, it doesn't become a grind later on, for most girls, openness will start to grow every turn, even while they're resting.The issue with slow openness gains (for dance/pose) is that it makes them grindy.
Only requires 4ish uses of Negotiator to get her to the next tier. Because she's cheap to negotiate, there's actually no reason to rush her up.I think Openness is done pretty well in this game. Maybe not perfect in its presentation, but it's paced fairly well: it's a big time gate early on, when the player still has only 1-6 girls. But with some obviously useful benefits and traits, it doesn't become a grind later on, for most girls, openness will start to grow every turn, even while they're resting.
So, I'm hoping the Brat trait won't result in just that: having to focus too much on progressing seperate girls when the player also has 60-300 other girls to consider.
The problem with multiple locations is, at the end of the day, there's only one booth game. I've actually toyed with the idea but came to the conclusion that having to run the booth game multiple times per night doesn't really make for a good loop.For the future, I do hope we'll get multiple locations, all with their own set of upgrades and their own clientele, maybe with a manager position or a weekly rotation planner to set up who's on stage each night.
Still, some way to stagger girl progress could be good for gameplay I think. Finding my ideas around it hard to actually put into writing though, and I assume it's even harder to actually put into the game itself.The problem with multiple locations is, at the end of the day, there's only one booth game. I've actually toyed with the idea but came to the conclusion that having to run the booth game multiple times per night doesn't really make for a good loop.
I have no means to test it and not enough space to host it. If anyone wants the source code I can upload it and provide it and they can use Unity on their platform to compile a version for their platform.Disgruntler Would you be able to create a Mac version for the game as well? Thanks
Figuring out costs and stuff for subequent clubs is a logistical nightmare, especially given the way the scaling already works. It's taken this long to get the costs and cashflow to the place I'm content with for ONE club. I can't even begin to think of how scaling would work with additional clubs. Not to mention, there is a hard 'I literally cannot exceed this exact value' limit on money in the game. I cannot exceed $2,147,483,648 in the club coffers without either rewriting everything or underflow errors.Finding my ideas around it hard to actually put into writing though, and I assume it's even harder to actually put into the game itself.