I had a fun time. The highlight is definitely the personality of the banter. However, it would be nice if the player character had some retorts in gameplay like the tutorial. Perhaps the retorts could also serve as helping to visualize the benchmarks.
With the only visualization of feedback being the too high / too low interstitials, it feels like the randomness of a slot machine. Perhaps some additional grading I.e. "a little low" "very low", it would help communicate the calculator
Thanks for playing, David! I'm glad you had fun. This is great feedback! I like the idea of the player dialogue being punchier and help reinforce the underlying dynamics. And I agree that more communication on when the player hits the highs and lows of the internal benchmarks would help a great deal.
Great concept, and the writing is hilarious -- very reminiscent of the film this was based on (I would actually love to play more games with this style of dialogue!) I didn't really understand the mechanics too well; I think that events happen each day based on the relative spending from day to day, not the total, which makes it difficult to strategize. I was able to get up to 96 guests by maxing out my marketing spend gradually, but once I spent 100 on marketing I didn't get any new checkins, and game ended at 14 guests. But overall, I had fun playing and really enjoyed the tutorial!
Thanks for trying out our game! So glad you had fun with the writing and overall concept!
The events occur relative to the week you’re in. So if you’re on week 3, and your marketing budget is low based on internal benchmarks, you’ll get “low marketing” events. Your comment makes me think we could improve the game by making those internal benchmarks visible. I appreciate you taking the time to give us feedback.
Ahhh, I see. That explains a couple of things that happened during gameplay. I don't know that showing the benchmarks will make the game more fun, since people will just try to do exactly what the benchmarks say. It may be helpful however to show what increasing/decreasing each value is likely to cause (if you raise x, costs stay cheap but the workers are more likely to strike, etc,) and certain risks increase/decrease with each turn you have them set so it can have a slight "push your luck" feeling. It could honestly go in a lot of interesting directions! Overall I found it very charming and probably would play a full version.
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Doesn’t work.
The game isn’t loading for you? What’s your browser / operating system?
l got it working on my phone, thanks.
Glad to hear it! Love the screen name, by the way. 🥸
Nice hotel management sim!
Thanks for playing!
I had a fun time. The highlight is definitely the personality of the banter. However, it would be nice if the player character had some retorts in gameplay like the tutorial. Perhaps the retorts could also serve as helping to visualize the benchmarks.
With the only visualization of feedback being the too high / too low interstitials, it feels like the randomness of a slot machine. Perhaps some additional grading I.e. "a little low" "very low", it would help communicate the calculator
Thanks for playing, David! I'm glad you had fun. This is great feedback! I like the idea of the player dialogue being punchier and help reinforce the underlying dynamics. And I agree that more communication on when the player hits the highs and lows of the internal benchmarks would help a great deal.
Great concept, and the writing is hilarious -- very reminiscent of the film this was based on (I would actually love to play more games with this style of dialogue!) I didn't really understand the mechanics too well; I think that events happen each day based on the relative spending from day to day, not the total, which makes it difficult to strategize. I was able to get up to 96 guests by maxing out my marketing spend gradually, but once I spent 100 on marketing I didn't get any new checkins, and game ended at 14 guests. But overall, I had fun playing and really enjoyed the tutorial!
Thanks for trying out our game! So glad you had fun with the writing and overall concept!
The events occur relative to the week you’re in. So if you’re on week 3, and your marketing budget is low based on internal benchmarks, you’ll get “low marketing” events. Your comment makes me think we could improve the game by making those internal benchmarks visible. I appreciate you taking the time to give us feedback.
Ahhh, I see. That explains a couple of things that happened during gameplay. I don't know that showing the benchmarks will make the game more fun, since people will just try to do exactly what the benchmarks say. It may be helpful however to show what increasing/decreasing each value is likely to cause (if you raise x, costs stay cheap but the workers are more likely to strike, etc,) and certain risks increase/decrease with each turn you have them set so it can have a slight "push your luck" feeling. It could honestly go in a lot of interesting directions! Overall I found it very charming and probably would play a full version.
Good food for thought! Thanks again for playing and giving in-depth feedback on our jam game. 🥸