Thanks for the suggestions! I will incorporate in future versions. In the new v0.3, I implemented a student roster system, which I believe is the major intermediate step we need before we can have an IQ system running!
Will there be an option to bring back tradition in the event that it helps maintain the scales of the school, also I have a tradition idea of changing the dietary plan of the schools food so instead of getting better vegetables the school could get regular processed foods or something to add to the menu of the school. Maybe you could have the school get a sponsorship from a company who produces treats or something.
I think youâre doing a good job with the game so far, have you thought about making art so we could see Cassandra get bigger or maybe look in the hallway to see how big the students are getting also could you as the principle gain as well, to show support for the students?
Hmmm, could you please elaborate on this? What do you mean by âmaintain the scalesâ?
Thanks for the suggestion. Having contacts with outside companies is indeed a good idea. Wait for it.
In terms of art, it would be very difficult unless I could find a high-efficiency automatic art generator or some dedicated artist to do it. That being said, I really wish I could add art and see Candra myself.
Gaining for the player would be â hmmm â I donât know. Let me consider that. While I am not against the idea, the problem is that all the machinery I developed is for a female gainer, and so making the player gain would involve a lot of additional coding complexity unless I prescribe the player character to be a female.
like between the students studying, eating and exercising, also will there be a way to eventually manipulate the head priestess and get her to change her mind as well?
Hmmm, first of all, the traditions are designed to be broken. After all, in reality, once we lose a tradition, there is sort of âno return,â and this is how I designed the traditions. Why and in what case you think bringing them back is a good thing?
I do plan to make the theology system much more advanced than it currently is, and yes, I am trying to find a way to âalterâ theology without breaking the balance too much.
The game is good, management mechanics are not the most complex out there but they work. I think theology needs an adjustment. If you just ask for forgiveness every other month, you can do whatever you want to the school and opinion is never an issue.
I ended up completely changing the school early in the game and just issued âforgivenessâ to keep myself just above the line. Easy way to fatten up the school.
Thanks for playing!
I have a question â Did you actually beat the game by issuing forgiveness? Issuing the forgiveness is a good way to quickly make the school fat but very soon you should have a very large financial burden and lose the game due to lack of a proper economy, especially if you keep issuing forgiveness very early on
Yeah, I ended up getting a good ending. I wasnât the best headmaster, but I got the one where you get told âyou were able to restore the school to its former gloryâ or something like that.
I selected economy and âadvertisementâ (I donât remember, the one that increases event occurrence).
Reduced classes to 4, then reformed the school by allowing shops and tourism. I worked on small profit margins by increasing snack bars and vending machines. Took down curfew and IQ went down the drain. Opened 6 cosmetic classes and then the money started to pour.
I tried bribing the church, but forgiveness was guaranteed 4 points and free. So I hovered around 8 with the church for most of the playthrough. I got the ending after making it to eight years.
I recommend adding a cooldown. Like 2 months or so.
Hmmm, it is interesting that you can get this strategy to work. What is your main source of income (since you have the economist trait) and how much is it? How much does the school weigh at the end?
âIncome: 4188â
Tuition: 850
Food: 2743
Gym Tickets: 221
Shops: 302
Activities: 71
âCost: 3863â
Debt: 1540
Obesity Cost: 223
Theology Fund: 800
Policy: 500
Teaching: 800
The restaurant is the powerhouse of the school.
Avg. weight at the end was ~67-70
Thanks! I see what is happening.
Essentially, most of your income comes from snackbars, which is what most people pay to when visiting the gym (conditioning on high greed). Getting a high greed should not be difficult, given your choices. You also kept both the gym price and the opinion low, so a lot of people actually visit the gym, which further boosts the snackbar sales.
It makes sense! I challenge you to get to a weight above 80kg using this method (which should be very difficult)!
Had a few shots at the game, donât think I made it to any endings except going bankrupt, but I still had good fun.
I like the managerial format a lot, but I donât think I was ever fully certain how my actions changed the numbers I was supposed to be managing? At one point I started bumping the monthy donation to the theologians for ~5 straight months but didnât really see any different results. That might be due to a misunderstanding on my part though? Either way, Iâd personally prefer a bit more clarification in-game.
Gameplay got kinda got a bit spam-clicky later on when I managed to start breaking even on months, but it was very compelling to see the exercise percentage slowly creep down to single digits. Nice one!
Iâll try. I really wanted to see if I could reach that 80kg average, but the game ended before that.
I donât know how difficult it could be, but I would appreciate if you could control or influence what goes in the vending machines/snackbars. Having to chooose between food that boosts greed, intelligence or stamina. Something similar could also apply to the shops, like imports from overseas to help shift views insiode the school.
Last, how do you increase their IQ once it goes down? I tried adding professional classes and just couldât crack it.
I love it, I hope development continues. I am not sure why this game grabbed me, something about it was charming? Reminds me a bit of tramp and A Piece of Cake.
How does the policy cost per month work? Mine seems to always be 500 unless I purely skip the month? So each action costs 500$?
Also somehow the gym was making me 0$ even at a gym fee of 2 and with 20% exercise Does enabling massages at the gym prevent gym ticket income?
unless you do nothing, any chance at policy, tradition, praying or bribe cost $500 (bribe cost $700 since you also have the extra monthly bribe)
Does the mysterious %%%% trait do anything? I havenât seen it come into effect yet, but maybe my advertising bonus is overwhelming it? Maybe youâre not supposed to have two traits?
The mysterious traid gives you greed +100
also i think a found a bug, if you are almost broke and your income - expenses is negative you always loose even if extra income allows you to stays on possitive balance
after that i get a game over D:
Thanks for liking the game. One thing I really would like to improve is the click spamming in the late game. But I do not have a good idea yet!
For possible strategies, you can scroll through this thread to see what others have tried
At this moment, there is no way to do it very efficiently. The only way to increase it is through teaching more lessons, which is very costly. You can solve some financial problem by reducing the teaching quality, but if you do it at some price cost to the future.
So, in a way, intelligence is right now a no-come-back stat by design (though I might consider changing it in the future).
Boosting stats with different types of food is a good idea actually. Let me think about it