The Swain and Krinkles teaming up?
I think I cummed my pants.
Its Sim Tower (Lite)
Being Sim Tower lite, isn't a bad thing. Sim Tower is still a pretty fun game. Though from looking at the comments, I think its pretty easy to see why Sim Towers didn't just stick with being a Hotel.
More variety. I think overall, is what this game needs.
The graphics were good. Not to many sound effects.
The AI for workers need a little bit of work. Its a good thing, that it would que up idle, for instance, Engineers to repair different parts in the same Room. But it'd be neater if it took travel time into account, so that an Engineer in the same room, could simply start repairing everything inside the room (if it were faster to do so).
I needed more feedback to better mgm my hotel. I couldnt quite tell why some Service rooms were doing poor compared to other service rooms. Is it better to have more waits in some Eateries? Where are my rooms dirtier? Is there some sorta relationship between Room quality placement and Service placement?
I'd like to have been able to better mange my workers. Preferably by floor. Something like, a 10 maids on this floor 2 works on that floor ect.
I wish there was more to do with managing my workers. Part of mgm. a hotel is mgm my workers. With the given Title of Theme Hotel, it seems reasonable to assume you're aware of the other Theme games. One of the aspects they've always included was worker mgm. In Theme Park, you'd need to deal with unions. In Theme Hospitals, you'd needed to deal with raises, and providing break rooms and training.
There was a lack of feed back on elevators. Elevators didnt seem to act like their real life counter parts. Elevators also took a lot of space to to place in. I think it'd be better if Staff Elevators didn't take any space, and if there was a further Elevator for Guests, which also didnt take any space. Seeing the return of the Express Elevator from Sim Tower, could be pretty spiffy.
I wish we could see how the elevators were being used and their general ques, wait times and the traffic for each floor.
As for how elevators work in real life. Is that, when they're idle, they will sit at mid points between their most used floors. Though this is more deals with Service Room ques, and Guest AI, but when you place several elevators abreast of each other, they should be consider an Elevator Lobby, and one of the guest waiting for one, should just be able to load on all of them.
Kind of fun, until the game ruining bug.
Apperently its possible for stick figures to be inside the blender, but not die, and you can't bubble them.
It's a nice mechanic driven game. However, its seems to be pretty lazily done. The sound effect for the rocket engine, is irritating, and sounds like static.
The hit boxes on the rocket, is huge, and makes navigating around the course edge tightly to achieve a better time, or narrowly avoiding death, much harder then it needs to. The hit box on the rocket, also makes navigating the narrow passages, much harder then they should be.
Your game can't register more then one key press, which makes turning and firing your rocket, quite troublesome from the start.
This thing begs for a map editor.
I really love this game.
But it's also really loud. I'd wish if there was a volume control, more then on or off.
Your computer has a volume control.
This is basically a restaurant game with an unexpected minigame of punch a mole.
Overall its okay.
The customer, doug, and the alesmen all walk and move fine.
The alesmen seems to lack some natural fluidity to his movements thought, as he a little sluggish.
The containers sliding on the bar was very neat, though the push half way through seems to be rather unnatural and break immersion for myself, like the alesmen it lack some natural fluidity.
Some variation on the container sliding would be nice, though if it were expanding as apart of the game, like we've seen in some other bar tending games, it could add an interesting variation.
Since it slide across, the alesmen could have to catch it, and he could have to slide it back, and this mechanic of the game can use the sliding bar that filling the drink already use.
The gathering the ale barrels, and filling the serving ale barrel is all very nice, though when he picking up the ale barrel he does some rather fast flip to orient with the last mouse point. If there was animation for this, I think it would improve the quality of the game.
Using the mouse for everything, was well done and it made sense of what action to expect.
However keyboard controls would be very nice, like using the space bar to time the slide bar, or using A/D-left/right to move left and right, and again use those buttons for when in the doug minigami, then using w/up to pick up a wine barrel with generous room to allow that control to work.
The reason why I suggest this is that laptop are dominating the market for personal computer use, and touch pad mouses aren't the greatest for this type of game, which is adding an artificial difficulty to the game.
The game should inform you when you need to refill the service barrel in order to fulfill the customer container, and/or allow you to short fill the customer container anyway.
Patience timer should be implemented on customer, and be possibly suspended during the Doug mini game or highly delimited.
The initial play button can very sticky for me, and here is a serve time delay on hitting Doug head and/or a lack of response.
Except, how do you get past level 6? I can never make even one lap around the course.
Cant fool me!
This is just a power point presentation!
There some aspect of this this game that are well executed and other parts which are sub average.
The major gripe I have is visual presentation and lack of constancy. Top down perspective is BORING! It offer so little for the player to see, it makes has a nasty habit of making everything look the same. If its 2d, it has to be isometric.
On some level this was known, as there lot of objects on the game map which are in something like an isometric view. Which is better, contrats. I could see where the doors were on the buildings so on. It however being mixed with the top down view makes it bleed with an amateur air that brings down any deserved or perceive quality.
The overall responsiveness was good, but walking diagonally seem to slow you down, for some apparent reason. It hampered apparent pacing of the game. The lack of cool down on attacks was also annoying, and made it hard to time actions.
The use of the Diablo item mgm. was nicely done, though if your gonna go with Blizzard game mechanics its really hard to go wrong. I think it fit the game rather nicely.
The character sheet was average and nicely impediment. The energy pool display were also nicely done, and I like the combination of a numeric and graphical representation.
Game annoying bug
When I am playing, I cant play level three at all.
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