I had an AMAZING time with this game and want to keep playing VERY BADLY. I would happily pay $10-15 for this as a full game.
Some feedback:
- The conversation that's happening while I'm building my character is distracting, and I can't tell whether it's important or just optional chatter. If it's important, make it more central on the screen and cut it down so I don't have to get through a wall of text before I've even started playing.
- I found the way that text appears at the top of the screen completely infuriating. The lack of a "click to show all text" feature was really felt, and the fact it auto-advanced when it was done made me feel like I was not at all in control of the way the text advanced. It just sort of marches on, and I have to work to its rhythm, not the other way round.
- The light green text is impossible to see on the default UI theme; I had to switch to a darker one just to be able to read it.
The good:
- The Projects system is pretty intuitive, and works well with the Deadlines system. Although it wasn't always clear what I *could* be doing at any moment, these two systems made it quite clear what I was *expected* to be doing, which meant I often felt out of my depth but never lost, if that makes sense.
- The "expand your HQ by buying office space" system is satisfying. I particularly like how it's complicated by your CEO having to fly out to different branches later in the game to manage those spaces.
- I like how the board members are both the people you have to please by doing their missions, but also your agents who can secure a last-minute deal or improve skills.
- The emotional management feels a bit barebones at the moment, but I really like the fact that it lets you feel like a CEO *person*, not just a CEO *avatar*. "Damn, I've lost focus and can't finish this negotiation - well, I guess I'll just pump an experimental wonderdrug directly into my veins so I can get my head in the game!"
- The mix of realtime and kind-of-turn-based gameplay I found really seductive. Reminds me a bit of Cultist Simulator or the realtime map part of Phantom Doctrine (ie. the one part of that game that was really good). The conversations/negotiations remind me or Suzerain, a conversation-based political sim that everyone should check out if they like this.
I have some questions: what are you using to build this? At a guess I'd say Unity with Ink?
Finally, were you at all inspired by my game Spinnortality? I was struck by how both our games cover VERY similar ground (running gigantic evil corporations, a Board overseeing your actions, experimental tech) but this game takes it in a totally different direction that I was completely bowled over by.