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Okay wow! This was quite an experience!

First off from my perspective, I love the development type game concept and all it has to offer. I'm pretty sure Game Dev Tycoon  is one of my most played games on steam (344.2 hours, and that doesn't even include the time I spent on the windows store version ๐Ÿ˜‚) And you know I modded the hell out of that game to add as many game topics, consoles, and extra features as possible!

First I tried  playing the game "Vanilla" so to speak, and it was a very enjoyable experience.  I kinda found at first that just spamming the keyboard and accepting every single idea seems to be an effective money-making strategy for better or for worse ๐Ÿ˜… even though you know I *should* have been looking at the upstream. I make the game it's my rules ๐Ÿ˜›

The music player was hilarious. Unfortunately for me the main thing in my  Music folder (Besides some trumpet backing tracks) is my "Crap Bin" folder full of audio recordings that were never meant to see the light of day. I was instantly greeted by old acapella audition tapes of me, some weird songs that I had made up but then scrapped as they were terrible, and (unfortunately) a lot of blank audio files that I have on my computer for *reasons*.   suffice to say drowning the  sound out with lots of employees clacking away was very welcome ๐Ÿ˜‚

Anyway  I tried hooking my own music up. Was a bit of a problem as my actual music folders are a weird mashup of symbolic links and old windows installs. I eventually managed to get the only album I had (A collection of Beatles singles) onto the game by moving it to G:\\mp3.  That was beautiful and I loved to hear it. 

I tried messing around with some parameters. I think this concept would work really well for a game that has much more wackier parameters (for example  if it was a game that spawn janky physics objects  it would be so funny if you could just turn it up mega high and make your PC slow to  a crawl  ๐Ÿ˜… Though I wonder whether  it was the right fit for this sorta game, where the parameters are a lot more *boring*. I think even just having some *weird* parameters might have helped ("Add geese", or something idk ๐Ÿ˜…) as that would give the player some more of an instant gratification for taking the time to mess around with the json files, rather than the more nuanced aspect of adjusting the simulation parameters.

Eventually I landed on making the suggestion rate 0 (which caused some division errors but hey), and making sure my company would never gain or lose money, and hiring no employees. That way there was no additional noise or interruption, and I had the perfect music player to listen to my Beatles Album in peace.

In the end I got a score  of  1E+17 . Haters say  I just edited the persist.json file but that's just a skill issue on their part. Thanks so much for submitting and well done!

(+1)

Thanks for playing!

Choosing to accept all modifiers is the safe option and it's not a bad strategy. I didn't really tweak the parameters from the first ones that sort of worked, but more on that below.

Your music folder setup sounds extremely cursed. One thing I knew that would be a problem was that some people just don't keep music locally anymore, preferring to rely on streaming. It only occurred to me much later that weird music folder layouts would also be a problem.

I agree that it would have been cool to have some "silly" parameters. My initial thought behind exposing everything was that I knew I wouldn't have time to tweak them so I figured I'd just dump that on the player. I started to think about silly parameters like you mentioned very late in the jam, but by the time I did I was pretty tired and more or less feature frozen so the chance of developers burning down the office is the only one that made it in.

Early on I thought about putting in mechanics to prevent players from just sitting there with no devs, but I couldn't think of anything that would work well and be doable in the time I had.