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(+2)

Hi,

the screen looks good :-)

I'm missing the "infinity mode with debts" mode a little bit (although I do not know whether I would play it). As you have both the Infinity Mode control box and the Repayment Time dropdown, it would be easy to implement. If the checkbox is checked, the remaining debt always is infinity (or not reduced when paying your debt). If Repayment Time is infinity, you never have to pay. That is, if both is activated, you have your infinity mode without debt pressure. If only the checkbox is activated, you have the debt pressure. If you stick to your idea, I would recommend to remove the checkbox, as it is superfluous.

Another custom setting you could add is the probability of getting personal transport / VIP missions. In my opinion, they are too frequent, making late game rather easy compared to early and midgame. If a level 4 Major offers you only to transport furniture, it is better in most cases to rest one day, because you have a high chance to get double or triple pay on the next day and you restore morale.

About release frequency: have you ever thought about releasing depending on content? So, decide which content you want to provide in the next release, implement and test it, then release it whenever it is ready. You have less pressure, all your releases are meaningful, and you can better react to major bugs. For example, with this clothing bug in the beginning, I would have been happy to see the fix already after two weeks, instead of waiting for the end of the month.

If you stick to your time boxed approach, two months is perfectly okay in this stage of development, and way more frequent than in other projects. Additionally, you keep us up-to-date in your weekly posts, so we see that the project is not abandoned. Also here, it would be no problem to reduce the frequency.

Thanks. =)

Yeah, I was thinking about an infinite mode, where the debt goes forever higher, too. There are games like that. But as you said, I don't know how many people would really want that. I think Hard Mode used to be like that, or is still like that. The reason I decided to create an infinite mode was because there was a desire for a more h-scene focused playthrough. So, the goal was low pressure, instead of high pressure.

I did think about releasing "when it gets done". My worry is that I'd end up procrastinating, lol. I think I do like doing sprints, even if they are a month or two months long. That way, I have a deadline driving me, and I can measure how much I can do in a given amount of time. I was looking at how much I've gotten done in the last few months, and if I toned it down a bit (which I think is needed), I suspect I'll be done with this game after 1.5 years, lol. That sounds like a lot, but it really makes me appreciate how much work goes into making games, aye.

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So we will cheery for you and hope for smooth work :D We internet people are just greedy for new content ;d

Haha, thanks. :) I'm just glad that people are noticing my game.