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Kudos for being very active in the forums, btw. Glad that isn't just isolated to Bill Harris on Gridiron Solitaire. Hopefully the start of a new trend. :-)
Also, need a way to be reminded what my current tutorial objective is in case I'm doing something silly like tabbing out of the game to write suggestions in the forum. :-)
You have to raise the lift and look at the undercarriage to get at it. I'm not sure if the people who made this are american or european. If they are european it just may be a difference in how our cars are built.
Nonetheless Some more in-depth tutorials for the first few jobs or even better, a blueprint/diagram of where everything is or how it's laid out would be nice. Would also like to see some more variantion in car design/layout. They all feel like the exact same car with different body styles.
Some of the features of the game aren't even touched on it the very small tutorials that are shown. It probably took me another 15-20 minutes to figure out how to test drive the vehicles and again when I had to change the oil, not realizing I needed the oil pan underneath it I ended up spilling oil everywhere. I also didn't figure out that you could repair certain items to save money on parts until I happened to walk by that bench in one of my many searches for something I couldn't find.
Inventory management would also be nice as I already have many broken duplicates of parts I have replaced, maybe the ability to sell them on the computer for a small profit to refurbishers or at least the ability to throw them away in the case of fuel/air/oil filters.
One thing I find when playing the game is I don't really have anything I am working towards. Yes, you can unlock new garages and such but I have nothing in the game telling me how close/ far away I am from that goal. Do I have to earn a cartain amount of money? complete a certain number of jobs?
As others have said also, yes the driving does seem a bit lacking, there is little to no feedback on what is wrong with the car when you drive it. Even when I got a job where the steering was wonky I didn't feel it at all when driving the car. The only thing slightly noticable so far is the braking.
All in all, the game is fun and a nice way to relax. It is a nice "brake" from all the shooting and explosions and fast paced gameplay of most games today. I've always been a fan of simulators such as Euro Truck Sim, and this isn't far from my heart either. The game does feel somewhat unpolished at first glance though. As if there was intended to be much more but either time constraints or budget prevented that from happening.
I am interested to see where this game goes. It seems to have a lot of promise and I look forwards to it's continued improvements. Very excited to see 4x4 added, would also like to see pickup trucks :)
- the situation with the oil pan happend to me too
- you can sell the old parts, just click to the inventory and then left click it
Interesting I didn't realize you could even get into the inventory. How do you do that? I'm not in any way saying it's a bad game, but the UI and tutorials could stand some improvment to be more intuitive and constructive.
in the walking mode press right to open the menu, then click show inventory and then left click on the item you want to sell
Have only played through the first 5 jobs, and I'm *very* much enjoying this so far. Not sure if there's an actual game I eventually get to with decisions to make and such, but I'm enjoying clicking on stuff well enough for now. Here are a few random thoughts in no particular order:
- Hitting ESC again should get me out of the save/exit menu drop down, shouldn't require a click on 'return to garage'
- Shortcut keys. Quick menu is actually very nice so don't mess with that, but how about a shortcut toggle for disassemble/reassemble (might I humbly suggest 'Z') and a shortcut to the examine mode, either with a key to change modes or something like holding shift while in assembly/disassembly mode will let me inspect a part without having to change modes.
- Faster selling. Either let me shift-click if I'm sure I want to sell it without confirmation rather than have to move down and click the yes box, or have a "Sell Junk" button that sells off anything that's red condition and non-repairable. There isn't anything those would ever be used for, is there? So let's save a few hundred unnecessary clicks.
- Inaccessible parts. Fine if I can't get at that from here, even though I can see it just fine, but clue me in on where I do need to go. Glow the area, put text saying (Engine) or (Undercarriage) or (Wheel) or such under the part name in the detail box, big finger of God arrow... But help me out. I'm likely not the only one who spent 10 minutes trying to find something and went through 3 areas only to eventually figure out I had to swing around and look at the backside of the engine upon revisit. This makes the learning curve that much nastier and would probably lose you sales if there ever is a demo.
- Better hints in tutorials. For the first time I'm accessing a given part, go ahead and throw me a bone and put right there on the customer sheet checklist where I'll find that part. Make it greyed out in parenthesis if you wish, but help a brother out. On the plus side, I'll never again assume a fuel filter will be under the hood, but would have been nice to not have spent 10 minutes looking for it.
- More interesting repair results. 100% on my first try, woot! I'd imagine though that repairs wouldn't produce an OEM-quality part, so how about some form of variable repair results, up to and including abject failure where I now have to go buy a replacement new part or try again with a used part out of my pocket. I don't always have to turn a profit. Failures keep things interesting. Click repair part and then tell me "Congratulations, you improved the part to 85%" or such. Way down the road there's potential for a fun mini-game there where you try to improve with a chance of ruining it and you need to stop at good enough and not risk ruin to hit perfect. Would have to reflect that in customer satisfaction or someone returning for warranty repair that has to come out of pocket because I gave them a sub-standard part.
I'll stop there and not speak to other things that hopefully might already be in the game like some form of actual business sim where I'm not just making guaranteed money on each job. I like that this isn't doing time-management crap, but some way to work an RPG layer of expertise and variable results (repeat customers, angry customers, fines if I'm putting shoddy parts out there and calling it good, etc. Hopefully there's some element of that because that's what would keep me coming back to a game. Just being a click-monkey will eventually get old.