SamSuka
faerin
faerin

patreon


Which improvements would you like to see most?

Hey guys,

Now that you have played MwM v0.1.0, I would like to ask you some questions about the gameplay and what could be improved.
I know the list is a bit long, but this would really help me improve the game, so I would appreciate your input a lot!

1. What do you think about the UI animations?

2. Right now a girl's energy bar updates as soon you assign her to a job.
So you basically see how much energy she will have left after working there.
What do you prefer?

3. What do you think of the hotel management so far?
My plan was to add a manager job later on (when you assign a girl to the office) that will take care of the basic planning for you.

4. What do you think about the guest interactions so far?
I want to try to make these a little bit more interesting (and definitely not too repeating/grindy).

5.  The results that are shown each turn, will get longer as more girls/guests are in the hotel. How would you prefer my to handle this?

6. Would you prefer if characters had a different color name in the dialog window (so it's easier to tell them apart)?

7. Would you prefer to give savegames a name yourself?

If you have any additional suggestions for improvements, please share them in a comment.
Thanks a lot guys, you are awesome! :)

Comments

Yes, in next month's update I'll add a more intuitive time indication. (For now, you can also see the current time slot when you mouseover a guest portrait, the current time is highlighted). Thanks for feedback!

Faerin

Can we have a clock, I am finding it hard to tell the ingame time.

Ahchi Cappleman

Thanks for the feedback, Shawn. Yes, as you said, it's still in a early stage. So once all the interactions, scenes, exploration events, etc. are implemented the grind should be a lot less. But I'll rebalance (if needed) for sure by then. Also, the study will be used to train other staff members in a skill so they can "catch up".

Faerin

If you talk with guests for your action, if they have a service event (kitchen ect) they get a small bonus to it for if you are training someone new and need alittle extra on that percentage. Add a option at the start to make them your Step mother / step sister. Start with two rooms (as the grind to unlock both dinner and bar can take over a month) as it came down to just skipping days to build money with little interactions. Maybe add some foraging options in the explore places like forest lake stream with skills like forage, fishing, hunting. or purchase extra ingredients in town to provide bonus to cooking or drinks, I know this is just the start and you may already have these planned. This is just my take here at the beginning.

Shawn Jackson

Thanks for your support Gary! I think you are referring to MotH? MwM doesn't have many nipples yet, but the ones that are already shown should have texture.

Faerin

I love your game's and I wish you the best in these scary times. I hope this new game will be as creepy. Your doing a great job ! We all appreciate your work. Q: this will sound really strange but why are the nipples on the woman all flat with no texture from one to the other it would be really nice if there were different shapes and sixes and colors. Just a thought.

Gary

Faerin, привет! Впечатление о игре хорошее. Но, если честно, не нравятся часы - их анимация, звук. Хочется, чтобы часы были механические и в 2 раза меньшего размера. И чтобы перемотка времени вперёд (утро, день, вечер, ночь) происходила за 1 секунду. Спасибо! Faerin, hello! The impression of the game is good. But, to be honest, I don't like the clock - its animation, sound. I want the watch to be mechanical and 2 times smaller. And to fast forward time (morning, day, evening, night) occurred in 1 second. Thanks!

Rusman

Hi Jerry, yes I have considered this and might do it. The only problem with this is that any scene/event on that location will have to be created in each variation, which is of course very resource inefficient (as it is a pre-rendered game environment).

Faerin

I don't know if this is something you have considered, but I would love to actually be able to see visual improvements to rooms and facilities with each upgrade to them. I've always been a fan of games where you can visually see your upgrades change things.

Felexxis

Thank you for being a long time supporter, Mr Wayne.

Faerin

As always I can not fathom how you come up with these great games. Thank you for letting my stay have an outlet.

Mr Wayne

Thanks HouseLover, for the time of day I'm planning on adding a more clear visual indicator as well. The arrows I'll get fixed.

Faerin

One issue I noticed was it is hard to glance at UI and know what time of day it is - if you missed the notification. Also during the tutorial the arrows indicating guests rewards were not lining up with nthe right square

HouseLover

Fair enough, although at the start we'll be spending time checking on her decisions anyway, at least until we come to trust them or decide she isn't doing a very good job. As you say, it's quite a challenge to build an AI into the game even though you do have an advantage of knowing the internals and probable good vs bad strategies. I have a few ideas fermenting on some possible options for moderating and constraining the choices the manager would make. When I've had a good night sleep and had time to mull them over some more I'll pass them on and see if you like the sound of them or are what you were heading towards anyway.

WelshVRFan

I was confused, too. Maybe, it could be an idea to illustrate the actual value as point and go colored up or down from there. So the level meter would show the upcoming change and not mainly a value...

kara

Well, on the other hand it shouldn't be needed to spend much time managing the manager either, but I see your point. Developing an "intelligent" manager is quite a challenge on its own, so I'll have to so what and how I can do when I get there. But there will defintely be more opportunities for fine tuning and input! Thanks a lot for all the ideas (and help)!

Faerin

Hopefully she won't be too limited and make dumb decisions for too long, otherwise we might just as well do it ourselves. Maybe it's asking too much to have settings for this character to set whether the does or does not attempt jobs she can do at her current skill level? If one of the early ones is, for instance, assigning a girl to clean and there's more than one capable of that job we might assign the one whose skill level we next one to level up but she consistently picks the other one. Having the ability to turn off her management of that area for a few turns until it didn't matter any more would be very handy. Having someone 'helping' you that you have to constantly correct the planning decisions she's making is worse than just doing it yourself.

WelshVRFan

You can speed it up by pressing ctrl. Maybe that will make it less frustrating.

WelshVRFan

I think it's right that you try to improve something in the game and ask the opinion of the supporters. It's really cool and I'm sure it will help you.

VitAnyaNaked

Thanks Troik, I did implement it this way initially, but it gets very cluttered: the energy can go both up and down, so you can get 3 different colors (counting the empty bar background) in that small bar and it didn't look very readable.

Faerin

Thanks a lot Xavier, glad to hear that! I mainly want to try to make the things you can do a bit more longer/interesting than just only the 1-2 line dialogs. I have some very cool plans for exploring the woods and the things you'll discover there, so stay "tuned" ;)

Faerin

as for the energy bar. It was a bit confusing until I understood what is happening. But I would suggest to do show the result as orange if it goes lower, an green if it goes up. Say, the girl has 70% energy, the job will reduce that to 60%, so if you keep the energy at 70% but make the 10% on the right of the bar orange (down to 60%) you can communicate both information at the same time. When the girl sleeps and it goes from 60% back to 100%, the 40% on the right can be green, to indicate it will go up. I hope that makes sense.

Troik

Faerin you never fail to impress, that's why I love the games and work you do. As long as animations are as amazing as I know you are capable of and the story doesn't become grindy and repetitive I know I will love it. Your story line is great so far, but I want a lot to do and a lot of options to guild the story. I do have a suggestion though, how about an option to do more than on thing per time period. Like in the morning being able to two things and watch results before going to afternoon. I general buddy, love it so far.

Xavier

1. This is already planned for the next update (or the one after). 2. Good point, another suggestion was to add a back button to the follow up screens and just remove the continue button (so only one mouse click is required). Thanks for the feedback Jacob!

Faerin

1. A dialogue history so I can read what food people wanted after i skip past it. 2. The ability to double-click buttons (portraits) instead of clicking them, then clicking continue. This point probably expands across several similar selection/navigation QoL improvements - it's about removing the tedium.

Jacob A

Oh, coming up with them won't be a problem, trust me ;) But I will probably try out some different dialogs for the different guests and put up another poll once you have all had a chance to play thorugh them.

Faerin

Yes, this will just be another job but slightly different than the other ones, in the sense that you can place a staff member there to manage for you or not if you want to do it yourself. I was planning on making her work more efficient/do more tasks for you as she levels up her management skill.

Faerin

Although not getting much support, I did vote for being able to give a description to a save game point. It'd be nice if it was in addition to the day and timestamp of course, rather than replacing it. I think when you are taking decisions which could dramatically affect your chance of success it helps to logically name a save point. Otherwise you end up making separate notes to remind you that it was Day 12 in the afternoon that you chose to renovate a particular room that turned out not to be the wisest decision and you need to go back to try again. If naming a save is additional description and optional I can't see the problem. Players who don't want to bother won't have to.

WelshVRFan

Seems we do like seeing dialogs and results pages rather than skipping (although with dialogs that's always an option with the ctrl key). But that variety, being the spice of life, means we'd appreciate a random variation in the dialog or images to make it less repetitive and robotic. Sorry Faerin, more work for you, especially in coming up with alternative renders. :-)

WelshVRFan

Pleased to see the 'energy bar after the shift' is in favour. I've found it essential to plan - knowing that a girl will not have enough energy during the next part of the day to deal with something far more critical has been so helpful.

WelshVRFan

I've answered the poll but comment specifically on a few things arising from the 'stock' answers. First - having a manager to take over the everyday planning will reduce the repetitive grind of decision making (it's why you'd employ a manager IRL after all). Is there going to be a multiple level option for the areas we want her to manage? I assume we get advised if there are issues arising out of things we expect her to be doing and to make changes anyway to whatever they have decided. If we don't use a manager having found we prefer to manage things ourselves it shouldn't impact the game completion. As tempting as it is to think of an interaction with her over her office desk which we wouldn't want to miss. Still - I guess we can always chose not to re-hire her after we've had our wicked way with her :-)

WelshVRFan

Cheers!

Faerin

Thanks. Understood. The 'hide' key works for me. Love your work and looking forward to next dev !

Daebak

Fair enough. I don't expect the difference in cards to be THAT impactful, but it's definitely something to keep in mind. Thanks!

Faerin

partly, still can see lots of players save scumming to get a higher rarity cards with every roll to make sure they can get best card possible. :P Only way to stop that a bit is to have not too many cards available for a roll and not having cards that can be much better you can get at same draw.

DA22

Hey Daebak, well there are also dialogs with choices or more text in them so that might get a bit cluttered. It can also get a bit hard to read, depending on the colors used in the image. Did you know that the dialog box can be hidden (with the hide button)?

Faerin

The dialogue box is too large and obstructs the art work. Why not simply have script as sub title ?

Daebak

Actually what I have in mind fixes that "problem": once you reach a full destiny points bar it will "level up" and you can fill it again. But each level takes more points/time. You can go up to 3-5 levels (haven't decided that yet) and a higher level gets you a higher level card (note level is not equal to rarty, those are two different stats), Does that make sense? So at a lower hotel/guest level it will be practically impossible to fill the higher level bars, while at a high level, the lower bar will fill much faster.

Faerin

I'm curious about the rejection of the named savegames. Why not welcome the possibility to add a description/name. What could be the downside to that?

Crispyking

One addition about the destiny cards, thought about a system where level of cards are restricted by level of hotel or MC, so you cannot reroll for that super duper high rarity card at start, but get cards based upon level with maybe a modifier like lovers path, where all cards are more for the way you like to play your game? Would also mean that if you ever get to level 15 for example you would not roll common cards anymore. :P

DA22

Yes

Alexey

Hi Alexy, which one do you mean by progres bar? The guest satisfaction bar?

Faerin

1. Progress bar animation is annoying, very slow 2. Green border around current value and filled for energy after working

Alexey

Thanks a lot for your feedback! :) Yes, I agree about the dialogs. There is much room for more interesting interactions there (including some nice images/scenes), but once you have seen it once (or have finished a guest's stay without strikes for instance) it could be skipped. About the manager, yes it will always be a proposed planning (which will be a nice challenge to code in a way that it is actually efficient) and I am even considering making it "better" at a higher skill level. But first I'll have to see if I can actually pull of a half-decent planning ;) Cheers!

Faerin

Well lots of questions, part of the answers will depend on how interesting you can make the actions. Overall I would say try to keep us from having to wait too long for an action. Do not let us make decisions like with the meals unless they are interesting or needed for the game. Same with the destiny cards, if adding RNG only leads to people rerolling that 30 times to get the one perfect card it beats it's purpose, then better to give everyone that one card they really need. Now I get the energy management of the girls as mechanic, but those meal questions get boring and will be worse with more guests, unless you give us a great reason to see them, but that would mean having 30 different images or more there per guest per meal. :P Things like deciding to take a guest and even planning likely need to stay MC job, since I guess will be hard to plan out by UI a system hat keeps hotel clean and so on with everybody with energy and you able to do events with them and level them up as well, maybe a manager could do an auto proposal the player can change?

DA22

Hey Achi, Good point, I didn't consider that. I will extend the poll duration by 4 weeks.

Faerin

Could you please repost in about six week, To give us $5 Patreons time to try out V0.1.0, Then we will be able to give informed answers.

Ahchi Cappleman

Thanks for the feedback artur! 1. Good point! 2. I did implement it this way initially, but it gets very cluttered: the energy can go both up and down, so you can get 3 different colors (counting the empty bar background) in that small bar and it didn't look very readable. 4. Yes, you would always be required to complete a dialog successfully at least once, before you could skip/automate it.

Faerin

1. The animations are very nice, but having to wait for them each day is a bit annoying. It would be nice if the interface would already be accessible, while the animation finishes. 2. For the Energy bar, I would like two stacked colors. Green for the energy remaining after the job, red or yellow for the part which will be reduced by the job. So you can see the total energy, and which part will be used up by working at this place. 4. I would like to be required to take personal care of a first time customer, a returning customer, which does not change, could be handled by the manager?

artur


More Creators