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StorymasterQ

16
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A member registered Aug 19, 2019

Recent community posts

Ooh, this needs to be included in a tooltip somewhere near the auditions part.

Someone in the ideas thread noted that taking a loan seems like the only way to play

Yeah, that was probably me :D

What I'm saying is, what this game needs is a simple, viable strategy, which can act as a tutorial. Players can then continue from there or start anew with wanton choices.

I'm thinking also to prevent idols from becoming hostile due to "being in an unsuccessful/inactive group" for the first 12 months or so from the start of the game. You're joining a brand new company, what do you expect? If it's an older company then perhaps you have a valid concern.

My secondary gripe about the early game (particularly if it's your first ever game of Idol Manager) is that it's so ridiculously easy to research something you would never be able to use yet and therefore waste research points. Why can I research all manner of lyric genres when we haven't built a dance studio yet? Alright, maybe there are valid reasons, but a warning would be nice. "You're not going to be able to use this until such and such. Unlock anyway?"

Looks like the ball is on PayPal's court now. They're still verifying the transaction. When that's done, they'll release the funds to itch.io, then they'll send the download link.

Perhaps just wait a bit, maybe over the weekend, then if nothing happens, ask again.

Negotiation meetings sometimes do drain you. Call it a feature!

In my opinion, the thing that makes it hard in early game is that there is very few and very particular starting strategies just to not fail, let alone succeed (must have x number of offices, must research this first, must work your idols to the ground without any salary increase etc) This is like chess but any play that doesn't start with the Queen's pawn moving exactly 1 step and then the King's knight to the space in front of the Rook's pawn (or something) is doomed to fail. It discourages exploration and experimentation at the very start of the game, making players hesitant to do any later on, even when they do have the money.

One starting move to not fail, all others are dead ends. That's not a game. That's a visual novel.

I suggest something like a safety net, a once-in-a-playthrough cash infusion the first time you touch negative balance. Most (every?) Kairosoft games, for example, have a sort of "oh, you're in the negative, here's some money to get you back up, but this is only once" kind of deal. Maybe the landowner decides to invest another 1M into the group. Maybe you bought a winning lottery ticket. Maybe you get some inheritance from a dead uncle.

Truthfully I'm surprised. I would have thought that we'd be getting usage of those two rooms that has been bugging me since I start playing the beta (see https://itch.io/t/550289/cafe-and-theater). Just to make sure, I took a look at the original Kickstarter page, those two were supposed to be in this year's February update, yet I couldn't find anything about award shows anywhere.

I'm not complaining about getting new features, but I wish we'd get the planned features first :/

This has been mentioned previously, but it's worth mentioning again, especially paired with "harder endgame".

An easier early game, economically speaking.

Yess! Plus One for Demolish.

Upgrading rooms is a nice idea, but it would at least double the art required for the rooms, won't it? Or perhaps a simple roman numeral on the corner to differentiate different upgrade levels.

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If you load the save again and click the A again, do you still get different people? And when you accept one (say the left-most one), does it generate the same avatar?

And if you try it again, do you get yet another different set of people with different set of stats, and when you select the one at the same position as the last one, does the avatar still be the same as the previous test?

These tests are used determine which things (idol names, stats, avatars) are generated, and which were already decided when the audition was completed. They can also help sadambober zero-in to the fix.

Or I suppose you could peek inside the save game. It's in JSON, so it's quite easy to change into a human-readable format.

Once you do that, you can also post it as a mod or something. Just for the lazies out there (e.g. myself).

How odd, this specific event was supposed to be fixed in 9.1. Maybe try going back to 9.1, select a decision, then continuing with 10?

The UI looks a bit clunky though if it's to be scaled onto a phone's screen. Maybe a tablet, but probably not a phone.

Can we have an estimate on when the Cafe and Theater will be available?

Also, what will they do, exactly, other than provide 'a steady stream of revenue'? They both seem to fill an entire floor. Will they have multiple Idol slots? Will there be a choice of the type of Cafe (Maid, etc) and Theatrics (Manzai, etc)?

These two has been staring me in the face every time I open the rooms dialog.

Yes! I would like to be able to set my Event to be repeatable even more tightly, something like every week, or every Monday, or every 1st of the month, or even every day!

I would love it if the income/expenses tooltip includes the current week's income and expenses from activities, like Performance and Spa. Seeing a huge negative no matter how hard you're working is very disheartening. But if we see that our five Performances this week at least made a dent in the losses then at least it's something, right? Even more when we finally see that this week, we finally break even.

YES very much. If not maybe the DOW in a tooltip when hovering on the date.