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what i don't understand is, that devs are willing to sacrifice the popularity of a game for their stubborn idea that "games have to punish the player for playing it to be interesting".
on top, what this game is still missing is the feature of THE ARTISTIC CIRCLE.
i wrote already about that a year ago. what a game about artists is it when living in a city that claims to be an artistic one but the only option to get ahead with art is by looking for rich supporters. IRL every average city has an artistic circle when you look for it. that thing where you meet like minded people to get eg INSPIRATION, learn some new technique, or just recuperate by having a good time.
Artist Life Simulator is one of the biggest gaming disappointments. it could have been a great unique game but it crawls on broken crutches.
The game has several difficulty levels and they are the painters you can choose in your game. Choose the one on the left if you want to get a better start in your game...
I don't agree with changing the game to easier. Once you understand what you have to do the game is easier than difficult....
I am sorry to get back to you so late, I didn't saw the comment :) Thank you for sharing your opinion and I respect that.
But I have been a software developer for the last 19 years and for 4 of these I worked also on small indie games.
The rules for creating a good product, game or not, are very simple: create something, good or bad, and improve it a lot before releasing it.
But, especially, give users A LOT OF OPTIONS to customise their experience... the game that sell the best are the ones that are heavily marketed and at least decent, the ones that are difficult... but then give you the possibility to mod or change the difficulty level and the games with a very active and healty modders community :)
Just that ;)
Difficulty should be independent from character selection. Being locked on just one character just to have at least some chance in life is simply bad game design. A wider selection of characters could be used to add variety and thus replayability.
Thinking about Cost of Life seems like a surefire way to disaster. Almost every catastrophical situation I've faced has resulted from negative effects from that action snowballing out of control (selling art is another one). This makes no sense, because thinking about Cost of LIfe is one of the first things the game explicitly advises you to do. It is implied that this is something you're expected to do regularly. Don't fall for this, only do that action if you're about to go bankrupt. In my opinion, serious negative effects should only be possible after repeating this action too many times in a row.
However after focusing on one game for some time I just save before risky actions and reload save until I get positive outcome. Also when I become rich and famous, and unlock many ways of winning I save finish one ending route and reload to get other using my high lvl inspiration cards.
Save scumming in endgame saves me from starting game from begining and allow me to bend RNG to my will :D