Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
- Difficulty -
I agree. So far I'm in the middle of my second run and the game is not hard. That's not to say that I want it to be hard, I don't want to be frustrated. But it just feels like not a lot of strategic input is required...or available for that matter. I think there's got to be some way to make the decisions of where to put certain executives matter more (like maybe the executives have specialties or skill trees somehow to customize their purpose). Or maybe there needs to be another thing you are doing gameplay-wise during the basic flow of the day.
- Items -
I agree that I never acquire enough different and useful items during a given play to make having so many slots useful. Maybe they should do away with all the item rarity levels? I'm not sure if fewer slots is actually a good answer...I think maybe they should make a skill tree for the Executives or something so that it feels like you are developing them as your relationship/business develops with them. That, or I think they should give the Executives more specialized abilities or skills. They all feel like they are the same gameplay wise and are completely interchangeable which robs them of some individuality and character. Perhaps if they kept items between runs that would be a way to customize them...but eventually you'd have the issue of like never needing items anymore. I think the trips on the train could be made more fun like maybe you get a little story blurb about what the Executive did/how they found the item.
- Time -
Yeah a run of the game is quite long. I wouldn't mind that much if so much of the regular gameplay didn't feel like sitting and waiting. Maybe there should be more story developments or interactions with the Executives from the main game screen. I mean yes you do have to move the execs around a lot so you're not doing "nothing," but like...enh.
- Lunch Dates -
I don't mind the concept and I don't really find them annoying...that being said, once you fill someone all the way isnt it kind of useless? I don't mind the Tea game cuz its always the same combo so you can just write it down for each Executive so pretty quick. I find the randomness of the Gloat Flirt Insult to be kind of annoying...Blackjack is kind of randomly unwinnable given your hand as well although it is thematic. Massage is okay but feels long.
- Barbershop & Boxing -
They do feel like they are a time waster to train at lower outputs. With specializing Executives either by player or game design, perhaps this could be alleviated (like if say a certain Executive always or upon skill tree upgrade got an extra +1 or 2x when Boxing or something).
- Market Share -
Yeah I try to make 1 or 2 Executives the designated rich b**** at the bank or whatever it's called.. and then they get over-leveled by someone else's Market Share who I had tried to make a designated fighter. Another reason I think Execs should come pre-specialized or able to be specialized via a skill tree.
- Market Awareness -
Couldn't tell you what it's for. Haven't paid attention to it, haven't used it as far as I know. Is it related to the Offices or whatever they are called? Cuz I have not used that building either.
Unlocking this feature when you have 1-2 that you send to the bank is actually a bad thing more often than not.
Would give a bit more incentive to spend all the days getting the items from the train and blah
Needs a bit *something* more, for sure.. cause yeah, currently it doesn't seem very hard. I love the writing, but the game itself needs a bit more incremental stuff I think
Hell, given they said failure wasn't an issue, I'd have rather they made it just get more and more harder.. but let your execs keep their stats or something. That'd give you incentive to improve over time and such.. not sure why they reset everything