An interesting concept, and definitely a pretty looking game.
Not sure if it’s because I’m terrible at management games, but I feel like it takes ages to save up for new rooms and other higher value items. Even if it doesn’t get snowballing that slow (for a more robust player probably), I think it still plays rather slow due to how long most actions take, as opposed to more traditional, isometric management games. The elevator in particular feels like it was designed to drive the player mad, seeing how long one takes to get from floor to floor, and how often they’ll need to get there.
Also I was not fond of the game seemingly trying to gaslight me with beds disappearing out of existence all of a sudden, making the visitors very upset through no fault of my own. It’s especially puzzling since the game tells you the furniture can move around, but nothing about it disappearing outright, so it really made me second-guess if I gave a bed-less room to a visitor by mistake. I think making the beds end up somewhere else in the hotel instead would have been much less punishing, and it wouldn’t feel unfair being taxed 40c for a random encounter. When I realized the swish noises were actually being made by rats stealing my beds, it made me even more frustrated really.
All in all it’s still a nice prototype - based on the in-game week I played before it started getting boring with no new things really happening. I think increasing the pace would have made it more fun to play - having the player in a hectic rush to solve problems all around the hotel, then getting a moment of rest before starting a new day. The computer also could use some streamlining, maybe making it a tablet so you don’t have to embark on a journey to your room to keep tabs on things. I still played a whole week so clearly I was having fun.