1) I like the new hire screen. But I am dying for sort functions and/or a search.
Future Me Problems *aka this is kinda difficult* but I hear you.
The hire screen information is actually based not on a database of hireables but on the list of all the girls loaded into the system, and then it just 'skips over' girls that are in the lottery, are Nicole, or are already hired. This is why hired girls are not taken away from the list on the side. Because I can't. Lottery girls are probably showing there too, come to think of it--forgot to handle that. Will do so now.
2) When initially starting the game, you need to buy your first few free upgrades. Can I suggest that the first upgrade, currently called "Stage", be put as the first thing in the upgrade list? Newbies will be less confused, I think, if they can immediately see they should click on something, rather than having to scroll to find it.
It's always bugged me too, just never got around to thinking to fixing it. Here you go. (before they were sorted in alphabetical order according to the internal designation which doesn't actually match what they're called in game. Now it's sorted for more utility.)
EDIT: As an aside, now my muscle memory's messing with me, hah.
3) If you roll through the in-game tutorial, it references some old VC stuff. There are a few misspellings as well.
I won't be touching that for a while, unfortunately.
4) On the performance screen, when you select a girl, there is a line: "She won't do:" followed by a list of verboten actions. What are the chances it could say "Girl Name won't do:" instead? (In the example below, that would be "Alexia Anders won't do:") That shouldn't take up any screen real estate, while letting us textual learners remember which girl is which. I wish the small portraits were enough for me to figure that out, but... they sometimes aren't.
4a) There is another piece of text that comes up when the girl will do everything. It should read "There is nothing Girl Name won't do."
I'll look into this, I have to take a look at what's there first, best not to say how much work it is before I get in there eh? It shouldn't be hard, but....
5) On the hire screen, the Hire button and the cost (in the upper right) are misaligned:
I'm kinda ahead of you on this. Looking at a single cost girl I can see where you're coming from, but when you see all four costs in there it makes more sense how the layout should work. That said I was unhappy with the alignment myself and have already gone ahead and fixed it to something I think is a bit more visually goodgood. The costs themselves are (as of right now) set in those locations because of how they act as 4 different text objects in the code. Creating a singular text object with all the information, centered, can work, but I'd have to go in and tear some things down and build it up again. Not that I won't be doing things like that, but... well... 'if it ain't broke...'
6) It is way to easy to unlock Nicole. Given the text displayed when you turn on one of her actions, I think you should only be able to turn on a max of one action per day.
Not entirely sure if I agree, but this is negotiable. I have intentionally made it so it's a LOT easier to catch Nicole up, to prevent her from being that slug that she is in Vanilla, and to make the effort put into her actually come with a reward (a girl with good base stats) rather than something just gumming up your works that you can't even Negotiate.
EDIT: Doing my new playthru (now that I'm not compelled to monkey with it) and I'm inclined to agree with you. I disn't want the rediculous scaling it was before, but I see your point. This will be changing. I'm keeping the half-scaling for intermediate tiers but she should be costing more for tiers past dancing (i'm okay with being able to buy that outright in a day.) Thank you for your input here.
The costs seem to be too low, as well. Buying one action reduces the cost of the next action.
This is fully intentional.
So, the thing with the first of each set of three actions is that they unlock a new tier of performances and permit her to do things she didn't do before, which adds to her flexibility in the booth game. Because they do more, they should be the brunt of the cost. The other tiers however, don't actually add more capability or options in the booths, so in a way they're less valuable. This is why I've costed them less. Currently as well, she can gain skill from taking them, to reflect her growth.
I think they should be set prices instead of variable. I am fully onboard with her 'going all the way', but there's gotta be some resistance, or she isn't interesting enough.
You aren't wrong--bear in mind Nicole is very much work in progress. I don't disagree, necessarily, with your points but I feel I should explain my design goals here. The problem with the old progression is that her costs would become too much (the juice isn't worth the squeeze) and her openness is hard to really train well.
They are set prices though, I just set them that way. They will be set differently next build.
Welp, time for bed. If this is the kind of feedback you want, I will give more as I get further into the game.
Very much appreciated! Thank you fo reminding me of my own painpoints and yours as well.
Minor change: Girls now start at maximum energy when recruited, not 100.