I still play this game. I even created a program to show the "ideal sliders" and topic pairings, for every "ideal genera". This game really has some great depth that few even realize. You can be a game developer. You can be focused on just arcades, consoles and hand-held production. You can be a physical and digital game distributor. You can just acquire games, companies, licenses and sell those. You can go full digital and server-based as an online host. You can just buy up all the competition... (In some cases, you never even have to develop a game yourself!) The biggest flaw with this game is the few confusing terms they use and lack of useful information. Small things like not telling you how to increase "technical" value in a game. The confusing use of "developer" and "programmer", not letting you know, other than a lead-designer, what the difference is. Then there are "technicians" being used for "hardware and engineering", instead of calling them "engineers". Then they use "office workers" for "support" and for "marketing", but not "research", which requires "researchers". Why not have specialized "marketing agents" and "customer services" as "support". Then there are the "Game testers" for "Quality control", instead of calling them "Quality control", which should have applied to every aspect of creation in the game, not just games. The only other flaw in the game is the horribly programmed AI for the people walking around. They will walk from one building to another, to get something, even though there is something closer. They see the "thing" as if they are doing "crow flying" to get to it, but then they walk crazy lengths to get to it. (Such as seeing a toilet in another building, because they are working near the wall. Instead of seeing the toilet they walk by, on the way out the door to the other building, as being closer. Or a medicine cabinet or water dispenser, which is right in the same room!) The AI should be checking for "closest in room" first. Then it should check for "closest from room's entrance". Then it should "try another building". The cleaning bots have a similar issue. You can tell them to stay in the building, but you can't tell people to do that. Ten bots will all still run across a whole building to clean up the same pile of garbage, not the closest bot near the garbage or mess! Then, like every horrible sim, they include bathrooms in the game. That would be fine if the people used the bathroom as fast as time advances. However, it doesn't matter what speed you are playing, they take the same "real time" to use the toilet. In marathon mode, it takes half a week to use the toilet. In the faster time, they can be in the toilet for more than a month! They need to stop putting toilets in games! Or they need to just shadow-box the restrooms as an unseen box, so faster game speeds can allow shorter, unseen time, in the bathrooms. Why do we have to actually design them, for a one-time use? Just let us pick the number of provisions, and pick what extras are in there, hidden in the covered room. Most of that matters less, when you have 300+ employees. However, in the beginning, it is more critical to lose 50% of 2 people, to a month-long bathroom visit, in the middle of developing a game, each new game! (Breaks are similar too. Break-rooms could also have been simplified like an unseen toilet and time spent, lessened, when playing a fast paced time-frame.) There are tricks to combat some of those things... Toilets being built against shared rooms. Desks crammed like tetris, against the doorway and the rest of the room left empty. Make a post by removing one room block, in the middle, to house water and medicine, so only people in the room are closest to it. All robots in the center of the building, and locked in the building, so they are the shortest distance to any edge-location. Chairs, tv, radios and other lounge items in the offices, so they don't have to ever use the actual lounge. Even as slow as marathon is, I wish there was an even slower mode. (As opposed to speeding up game development time, which doesn't speed-up anything-else.) It would make bathroom use and breaks less of an issue and developed consoles and arcade units feel less "oh, it's old and outdated already", after a few real-time hours.
During the 1990s-2010s you should make a game referencing Fallout Shelter, which is the reason why me and probably most of us discovered your channel. And thank you for using my Parkitect suggestion, I greatly appreciate it! 😊😊😊
weighty loan btw pro tip since u played tis game years ago when u are building a room there is a thing that u can check call auto furnish use that saves you a lot of hassle and you did a bad thing choosing adventure as your special genre as its INCREDIBLY hard to get a good adventure game (alongside racing) unless you have sound studio graphics and quality assurance and at 19:35 the button enable/disable all appropriate features is what u should click on every gameplay features like bar there is yellow or green or red circle if its red dont get it wont work with the genre and the topic if its yellow its not needed but it isnt incompatible either and green means its needed if u click on the thing over the room while they are developing a game u can actually add more gameplay features as u develop them (im writing this as im watching the video thats why the paragraph is so messy)WHAT WHY ARE U TELLING THEM TO AUTO RESEARCH TOPICS THEY COST 10K EACH WHAT ALSO READ THE STUFF DUDE DONT JUST DO SOMETHING WITHOUT READING WHAT IT DOES PLEASE.unless the publishing company has like a 1 star difference with the highest rated company that is willing to publish your game dont take them take the highest one your game doesnt sell good if it has bugs so please give it a free update and remove those gosh darn bugs when ur making a game there is a mail button on the game development ui that u can press to see all the mails fan sent to you as feedback Hey there! I just wanted to share some tips for playing this game. First off, when you're building a room, make sure to utilize the "auto furnish" feature to save yourself a lot of hassle. Also, if you chose adventure as your special genre, just be aware that it's incredibly difficult to create a successful adventure game. Keep an eye out for the yellow, green, and red circles when enabling gameplay features - red means it won't work with the genre, yellow isn't necessary but also isn't incompatible, and green means it's needed. Always read the details and consider the publishing company's rating before partnering with them. And remember to check the in-game mail for feedback from fans. Happy gaming!(CHATGPT VERSION FOR U NERDS)
I still play this game. I even created a program to show the "ideal sliders" and topic pairings, for every "ideal genera". This game really has some great depth that few even realize. You can be a game developer. You can be focused on just arcades, consoles and hand-held production. You can be a physical and digital game distributor. You can just acquire games, companies, licenses and sell those. You can go full digital and server-based as an online host. You can just buy up all the competition... (In some cases, you never even have to develop a game yourself!)
The biggest flaw with this game is the few confusing terms they use and lack of useful information. Small things like not telling you how to increase "technical" value in a game. The confusing use of "developer" and "programmer", not letting you know, other than a lead-designer, what the difference is. Then there are "technicians" being used for "hardware and engineering", instead of calling them "engineers". Then they use "office workers" for "support" and for "marketing", but not "research", which requires "researchers". Why not have specialized "marketing agents" and "customer services" as "support". Then there are the "Game testers" for "Quality control", instead of calling them "Quality control", which should have applied to every aspect of creation in the game, not just games.
The only other flaw in the game is the horribly programmed AI for the people walking around. They will walk from one building to another, to get something, even though there is something closer. They see the "thing" as if they are doing "crow flying" to get to it, but then they walk crazy lengths to get to it. (Such as seeing a toilet in another building, because they are working near the wall. Instead of seeing the toilet they walk by, on the way out the door to the other building, as being closer. Or a medicine cabinet or water dispenser, which is right in the same room!) The AI should be checking for "closest in room" first. Then it should check for "closest from room's entrance". Then it should "try another building".
The cleaning bots have a similar issue. You can tell them to stay in the building, but you can't tell people to do that. Ten bots will all still run across a whole building to clean up the same pile of garbage, not the closest bot near the garbage or mess!
Then, like every horrible sim, they include bathrooms in the game. That would be fine if the people used the bathroom as fast as time advances. However, it doesn't matter what speed you are playing, they take the same "real time" to use the toilet. In marathon mode, it takes half a week to use the toilet. In the faster time, they can be in the toilet for more than a month! They need to stop putting toilets in games! Or they need to just shadow-box the restrooms as an unseen box, so faster game speeds can allow shorter, unseen time, in the bathrooms. Why do we have to actually design them, for a one-time use? Just let us pick the number of provisions, and pick what extras are in there, hidden in the covered room.
Most of that matters less, when you have 300+ employees. However, in the beginning, it is more critical to lose 50% of 2 people, to a month-long bathroom visit, in the middle of developing a game, each new game! (Breaks are similar too. Break-rooms could also have been simplified like an unseen toilet and time spent, lessened, when playing a fast paced time-frame.)
There are tricks to combat some of those things... Toilets being built against shared rooms. Desks crammed like tetris, against the doorway and the rest of the room left empty. Make a post by removing one room block, in the middle, to house water and medicine, so only people in the room are closest to it. All robots in the center of the building, and locked in the building, so they are the shortest distance to any edge-location. Chairs, tv, radios and other lounge items in the offices, so they don't have to ever use the actual lounge.
Even as slow as marathon is, I wish there was an even slower mode. (As opposed to speeding up game development time, which doesn't speed-up anything-else.) It would make bathroom use and breaks less of an issue and developed consoles and arcade units feel less "oh, it's old and outdated already", after a few real-time hours.
God I hope they make Mad Game Dev Tycoon 3
During the 1990s-2010s you should make a game referencing Fallout Shelter, which is the reason why me and probably most of us discovered your channel. And thank you for using my Parkitect suggestion, I greatly appreciate it! 😊😊😊
For sure! 👍🏻
@@GobotchYT Man, I’m gonna love this series!
weighty loan btw pro tip since u played tis game years ago when u are building a room there is a thing that u can check call auto furnish use that saves you a lot of hassle and you did a bad thing choosing adventure as your special genre as its INCREDIBLY hard to get a good adventure game (alongside racing) unless you have sound studio graphics and quality assurance and at 19:35 the button enable/disable all appropriate features is what u should click on every gameplay features like bar there is yellow or green or red circle if its red dont get it wont work with the genre and the topic if its yellow its not needed but it isnt incompatible either and green means its needed if u click on the thing over the room while they are developing a game u can actually add more gameplay features as u develop them
(im writing this as im watching the video thats why the paragraph is so messy)WHAT WHY ARE U TELLING THEM TO AUTO RESEARCH TOPICS THEY COST 10K EACH WHAT ALSO READ THE STUFF DUDE DONT JUST DO SOMETHING WITHOUT READING WHAT IT DOES PLEASE.unless the publishing company has like a 1 star difference with the highest rated company that is willing to publish your game dont take them take the highest one your game doesnt sell good if it has bugs so please give it a free update and remove those gosh darn bugs when ur making a game there is a mail button on the game development ui that u can press to see all the mails fan sent to you as feedback
Hey there! I just wanted to share some tips for playing this game. First off, when you're building a room, make sure to utilize the "auto furnish" feature to save yourself a lot of hassle. Also, if you chose adventure as your special genre, just be aware that it's incredibly difficult to create a successful adventure game. Keep an eye out for the yellow, green, and red circles when enabling gameplay features - red means it won't work with the genre, yellow isn't necessary but also isn't incompatible, and green means it's needed. Always read the details and consider the publishing company's rating before partnering with them. And remember to check the in-game mail for feedback from fans. Happy gaming!(CHATGPT VERSION FOR U NERDS)
oOo, nice video, not seen MGT2 in a while, never got into it like I did the original
Thanks! Love your content. Always keeps me updated with new drag tycoon and management titles.
Started playing this last night (mid October 2024).
The RNG for grading seems exceptionally brutal..
honestly, the graphics in this game made it look like a 2000s tycoon game. I was quite surprised to see it was released in 2023
Go botch I love this series you should keep doing more of it also I love this channel keep up the great work
Glad you enjoy it!
Great video, please bring more of this content out!! :D
glad i stumbled across this video...just got a new subscriber
Hey!! Welcome aboard.
When you were trying to think of the title for the assassins game, I kept yelling at my monitor, "Greed! Assassin's GREED!" LOL.
Will have to put that one in the back pocket!
Are you in need of a game tester for your company? I am willing to join, I can be your back end developer aswell.
lol he deleted my comment.