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While it's not stated as normal, it's a feature that's been in theme-park games for years - as long as there's been temperateture simulated. I would really be shocked if it weren't in the game.
Yes my staff are all fully trained.
What was the decor value. Maybe the 100% ones had more decoration around them making them happy.
Maybe they were already unhappy affecting their feelings at the shop.
Did you try clicking at the people queuing to see what they individually think ? Maybe that will give you a clue to a common reason that could be affecting things.
I usually wait until their thirst and hunger levels hit the 50% mark before I start placing shops. I then place one food and drink shop near the habitats/exhibits. I don't add more until I open an area further out or the queues never go down. I try to not have more than 2 of each shop in the same area.
If I want them to go to a new area I place new shops in that area first to attract them there before scattering the newly researched buildings around the zoo as needed.
The 100% unhappiness was present before I researched the more successful drink shops, like the coffee shop.
All of my shops are at 100% decoration.
It is not guests being unhappy before the purchase, as the shop right next to gulpee slush has 100% satisfaction.
The guests dont have any thoughts about the shop when i click them after they purchase, so I don't know why they are unhappy about it.
Quite frankly I think this is either a bug, or the developers have intentionally programmed gulpee slush to be an unpopular and disgusting shop.
Picture of the gulpee slush in question: https://i.imgur.com/u63Q6Ey.jpg
A status that goes up with alcohol consumption will be fun, but i doubt this family-friendly game will implement such a thing.