I always get bad reviews, even if I technically have a good quality game. I made sure that I had great combos, put the sliders in the appropriate places, make sure my employees are all good. But I always get 5's and 4's. What am I doing wrong? How can I get better reviews? This is seriously killing the fun of the game for me.
4 Answers
The most important aspect to have good reviews is being consistent. You are always 'competing' with your previous high score . You should try to balance the Design and Technology points depending on the Genre and Topic of your games. Some combinations have an specific ratio of Design/technology points; having this ratio will result in better reviews.
Here you can find all the specific details
Wondershare dr fone 4 keygen music. First, avoid the review killers:
- Don't repeat topics right away
- Use the right audience for the chosen platform (reviews tend to indicate when you get it wrong)
- Use the right topic for the chosen audience
Then, you need to optimize the Creativity and Technology scores for each game. Once thing I've noticed (confirming a tip from the game's Wikia page) is that as long as you get a 'Record!' on both values, you will get good reviews (around 8). If you blow away the previous record, that's when you will get an average near 10. If you don't beat both records but get near enough, you will still get a 6 or 7 on average, which is usually enough to recoup.
The things that seem to help boost the score:
- Use the right slider values. Common sense and then experimentation help a lot. I find some genres harder to 'guess' though (RPG and Adventure are my focus so far)
- Make a game using your team's strengths. Quite naturally, if you keep making RPG games, your team might have trouble pulling off good Strategy or Casual games since they don't focus on the same sliders
- Once in a while, create a new engine with around 4 new technologies (preferably ones in the domains your genres use) and use it on the next game. This usually raises the amount of points created by the team.
- Once you get to Medium games, assigning the right person for each job is important. Thus, hiring the right people for the type of games you make. There is little feedback on this in-game though. I looked at 'specialization training' and the required skill values to get a sense of what's needed for each game aspect. For example a Tech specialist is great to work on the Engine part. Level Design requires a bit of Tech and a bit of Creativity though, leaning towards Tech.
- Make sure your employees are rested before starting a game. Nothing worst than someone with a fatigue bar during production. I usually do contract jobs, research and training in-between games to 'tire out' employees and send them on vacation. Then I start a new game project.
- Once you're able to, train for 'Boost' and use it during production. It boosts the whole team's output for a short while. If more than one person has Boost, you can chain them throughout production.
- Train your team in-between projects
And in general, I'd suggest not growing too fast (changing offices, hiring, switching to bigger games) until you're able to make good games (not perfect games) consistently.
Yes, all my scores are pretty much like the above.
What I'm about to tell you is an unproven hypothesis, but it always works for me and consistently gives me reviews well above 4 4 4 5.
Basically, you are always trying to fight your previous score, so here's what you do:
First since you have made a game this means you have made a little progress. First thing to note is that you always have to stall the game to make development time longer and this will be added to the scores counted in the background.
Game Dev Tycoon Combinations List
So when you start developing a game,after those first points are sent before you start click on the screen then do some research, along the line market the game once or twice, then after the first stage is finished quickly click on the screen then do a research, then start the next stage (to make things easier, just keep clicking on the screen while the game is been developed until you see research,) after that even if the game is not a boom on design and tech, it will sell well.
You want to make good, consistent games that follow certain trends. I find that creating a game that has scored you a high score previously will be able to again get you that high score. Also, just a little bonus, Simulations (along with racing, prison, school, hospital, space, aeroplane) will basically always score high if you focus on the technology aspect of the game. Be sure not to constantly repeat the game you made.
protected by Community♦May 22 '14 at 11:17
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In 2012, Greenheart Games released game developer simulator Game Dev Tycoon($4.99) for PC players. Billed as somewhat of a basic strategy/simulation title, Tycoon earned a strong player following and has been a favorite indie title on PC for quite some time. Five years later and a mobile version of Tycoon is finally on iOS, where it naturally fits and is an awesome addition to the genre.
For mobile gamers that haven’t played Game Dev Tycoon on another platform, it plays similar to the 2011 Kairosoft title Game Dev Story (which actually inspired Tycoon). Players start out in a garage in the early days of the video game revolutionary creating simple games for the PC and basic platforms. As the game progresses, new consoles get released in the universe that closely mirror the console release timeline of the real world. With each new console comes new opportunity to make new games.
As one might expect, the making of the games is where all the gameplay and strategy truly is. The basic premise involves choosing a platform, a genre, and a thematic category for the game. After those are chosen game develop is broken up into three discrete phases, which each phase offering players the opportunity to add on features to the game and allocate resources to categories such as Story-writing, Graphics, and Sound. While a game’s success depends on a lot of elements, having a successful genre-theme category for the chosen platform is a good indicator for predicting popularity and a lot of the fun is exploring new combinations.
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Game Dev Tycoon takes the basic premises described above and pile on a ton of strategic elements that really make the game a joy to play from a strategic and time management standpoint. Every element of game development can be classified as needing Design Points or Technology Points. You raise the likelihood of developing those points by assigning programmers that are specializing in one or the other (or both!). Programmers can be trained to develop their Design or Technology skills and can begin to specialize in specific criteria for software development or learn new special skills to use while making a game. Eventually players can unlock the ability to open R&D labs for even more customization.
Outside of improving individual employees, there’s a huge other portion of Game Dev Tycoon that focuses on developing new tools for game development. Each individual aspect of development has its own experience/level that can be developed. As the studio becomes more experienced, new development tools, such as better graphics or multi-genre games are available to be researched (and MMOs and Game Shops later in the game). Once researched, these tools can be used in development after creating new game engines that incorporate the latest advancements.
Everything I’ve discussed so far takes time, research points (which are gained when making games and engines) and money. Near the beginning of the game, money is the greatest bottleneck while towards the end fo the game it’s time and research points that are high in demand. A lot of the fun of Tycoon involves balancing making games, with training, with research while making sure there’s enough money to keep the lights going until the next big hit. There’s also a very strong appeal to wanting to “make just one more game” or to keep researching new tools and making new engines just to experiment with how new features impact sales.
In terms of how Game Dev Tycoon performs on iOS, quite simply it plays as if it’s designed for the mobile platform. The bite-sized timeline of making new games and researching new technologies works well in a portable setting. The visuals also looked great and I had no issues with the basic control scheme in its transition to touch. Probably the biggest “issue” I encountered was I never wanted to play it in bite-sized portions, so if the game hooks you in as it did with me, make sure you allocate enough time for play.
Game Dev Tycoon Best Combinations
Quite simply, I’m a huge fan of Game Dev Tycoon and I love that we can finally play this title on iOS. It’s the perfect sort of game for mobile devices and there’s so much to do here in terms of developing personnel, researching items, and making games that there’s loads of replayability for quite a long time. An oldie, but a goodie, all players owe it to themselves to check out this great port.
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