The simple overview is that each job requires different stats, and when your employee working that job has more of those required stats, they add more quality. Craft doesn't affect an employee's performance directly, instead each Employee's Craft is added up into a pool which you then spend to improve the particular batch in the last step of the Brew Menu. I've written more about Craft here. More in depth -- this is probably more detail than you want! Each job requires a different mix of Patience, Intelligence, and Dexterity. Cleaning requires Patience only, Mashing and Boiling require Dexterity and Intelligence, Fermenting requires Patience and Intelligence, and Packaging requires Dexterity only. When an Employee does a job, they get 25 attempts to add Quality to the Batch. Each of those 25 times, the Employee has a percentage chance to add quality based on the required attributes for that job, specified by a table of values. If a job requires 1 attribute, the employee's stat number is used as the index for the table. If the job requires 2 attributes, the employee's stat values for those stats are added, divided by two, and rounded up to correspond to a number between 1 and 10. Here's the table for chance of success to add Quality: Code: 1 , 2 , 3 , 4 , 5 , 6 , 7 , 8 , 9 , 10 17%, 27%, 37%, 46%, 55%, 64%, 72%, 80%, 87%, 93% Each time an Employee successfully completes an attempt to add Quality, they then add a certain amount of Quality, which is a random number between a range of 2 values. These 2 values are also selected by a table, based on the sum of Intelligence, Dexterity, and Patience, divided by 3, and rounded up. I'll save you from those tables, but the way it's set up, increasing your employee's required stats for their job will improve their Quality better than increasing their Craft and spending that point on +Quality in the Brew Menu would. Of course, upping Craft gives you better versatility. Each stat is capped at 10.
the fish summed up some good advice in his post. In the beginning, you shouldn't be able to lose money at Eddie's Bodega if you brew Grubb's Lite, spend 5 craft points on increased yield so you nearly fill the shelves there, and then sell it at 14 coins per Unit. You'll typically get around 350 coins profit each time doing that. Please let me know if you want some more specific advice, and tell me which marketplace its for -- I'm happy to help!
Version 1.0.1 submitted! Just to let you all know, I've submitted update 1.0.1 to the app store, with bug fixes and a few improvements. No major new content yet. I expect it to be approved within a few days. Changes: - Fixed the 2 known crash bugs. - Improved pause button visibility and added tip directing user to pause when employees are idle. - Added new tips for Ghostly Tears Challenge and Malty Magnate Event. - Markup of your batch is calculated for you in Terms of Sale Menu. Read the full list here.
You're quite right, the brews I sold there first were only about 800 quality. I've sold some higher quality batches since then which have down a 100 coins better. I made the mistake of levelling my staff's craft points instead of the points they need for their specific job, so I'll have to replace them all soon. I'll be sad to see Marle - I mean Nadia - go
I'm still hugely loving this game, I don't think anyone that knows me hasn't been told about this game - my Dad is hooked on it which is quite the accomplishment. Anyway, I just wanted to say that you have to be one of the most hands-on, enthusiastic devs I have ever seen on the site. I really hope you'll continue to put out games like this but in different veins (IMO at least) as I'll be buying them no matter what. I absolutely wish other developers were like you, you've certainly earned my respect ten times over!
Starter Tips Main Character: They suck. Well not at the start of the game, but they will at the end. You cannot get rid of them. Keep them in a job that requires only one stat. Namely, Cleaning (Patience) or Packing (Dexterity), when leveling them only raise that stat. And when that caps, raise Craft. This also helps in NG+ as your MC will be operating at maximum effectiveness once they reach level 17 (10 Patience/Dexterity and 10 Craft) Other characters: Do the same, when hiring someone, decide what job they'll do. And raise stats relevant to that. Craft if those cap out. Cleaning or Packing, whichever you didn't have your MC do, can be used for a character whose stats aren't the best but has a Passive that's useful. Equipment (in order of usefulness to a first playthrough) Shelf Life is probably the best as far as the early game and small bonuses are concerned. With longer shelf life you can sell stuff for slightly higher prices and have large yields (because later market places will have a lot of shelf space) Yield: Not as useful in the early game, because you'll want to spend those Craft points into Yield anyway and you'll be stocking more than what marketplaces can handle. But when you unlock bigger marketplaces, this'll start to matter. Quality helps in small doses "break into" new markets, but once you overcome that hurdle Quality only really helps in with huge amounts as far as markup is concerned. And you get more Quality by leveling your characters anyway. You can't get more Shelf Life (except through Passives) and Yield comes from Craft Points which are a pretty poor investment if you still have relevant stats to max (and Passives) XP: Self explanatory. You'll eventually reach the max level so... yeah... Brewing Speed: Kinda useless. There are some time limits for some Events but they're not too strict if you pay attention to them. Plus Ionic Catalysts can do the job later on if you really, really need to rush something. It does help though at the end of the game when all you're doing is maxing out your levels. Marketplaces: Lumberjack + Supr Savr are pretty great Markets to graduate to once you're done farming the hell out of Eddy's Bodega. They both prefer IPA, and the Good Life Guy's IPA does well enough in these places. Lumberjack also has IPA Only customers and pretty stupid competitors, they only stock IPA every so often, so you can take advantage of that to over charge for your IPA. Spee D Go, Flynn's Place, Alehouse Blues are the next step, Customers here have a decent budget (around 50 average) When you build up good quality the next step would be Haveford Downs, the budget of the customers here is pretty high, the competition sucks and they have high markups. And finally if you have 4k quality beer you'll want to end up with Maan Sterren, customers here are really rich. And you can overcharge them with good quality beer. Although this probably something you'll do during NG+ because the quality you need to charge in their budget range is pretty high.
This is seriously the greatest IOS game I have ever played...put 16 hours into it in less than a week; beat the game and immediately started the new game+; getting close to the 5k quality mark... It would be awesome to have online components. Like collaborative brews with friends...actual beer fests/contests with other players; or even a multiplayer marketplace where the competition in the different markets are actually other players......hopefully this is just a starting off point to a whole series of games. Also; I am a huge beer nerd and really appreciate the detail that you put into the ingredients and recipes.
I am so excited to play this! As a beer lover AND home brewer this was a no brainer! Looks like everyone is really enjoying it! What a great twist to put on this style of game. Ok, download done. Time to brew!!
Yes please! What's really irritating is that it pauses when you finish a batch, but as soon as you choose to sell the beer it unpauses - this is the only time you have 100% certainty everyone will be standing around doing nothing - they can't have moved on to the next batch because the beer you are selling will still be in the holding slot. It does seem a bit crazy to unpause at this stage and not once you have finished sending the beer to a marketplace. Auto-pause whenever employees are idle would be a nice option, actually. Apart from that, great game!
Couple new comments for dev: 1. Kind of frustrating when you are in the middle of setting up a brew and you get interrupted with a message. 2. I have the employee that has the 50% chance of 100% yield. She hit on it but yet I did not get double the yield.m what gives? (Nm I see this is in the next fix)
Hello, I wanted to complement you guys on making a great and addicting game. I also just had a quick question, an event occurred on my game where it said there was a problem with my water pipe or something and because of that i have -50% yield on all my batches. also said it would take 4 years to fix or sooner if i know someone with a boat. Help me lol how can i get past that faster. this low yield is ruining my profits. thanks in advance and once again, good job.
After a while a man that's a walking reference to Moby Dick walks in and ask for a particular type of beer and then he fixes the pipe after you fulfill his request. On another note, I'm getting some crashes in the new patch. It never seemes to happen at a particular time, one time the app just closed while I was waiting for some shelf space at a market, another while I'm watching the staff brew. These crashes happened similarly before the update, as well.
As mentioned above you have to keep working until the sailor shows up. Once you get the option to brew a beer for him he will unblock the pipe. Very Funny moby dick references.
Hey all, thanks for posting and for playing! Some good questions and suggestions in here: That is the most requested feature on our upcoming features page and will definitely be in the next (non patch) update. I want to make sure we do it right because we had this feature in the beta version of the game and it confused and irritated most players because it resulted in a lot of confusion with employees not brewing and batches not selling due to the game being paused and the player being unaware of it being paused, since they hadn't told the game to pause. Anyway we've come a long way with our pause indicators since then and I think the new version will be good -- and optional. As Ein noted, this is solved via a later Event. That Event is called Hunt for the Great White Ale and it happens about 3 months after you complete either the Pride of the City Challenge #3 or Pride of the City Challenge #4, whichever you do first. It does not automatically fix itself after 4 years, just so you know. iTunes Connect (where crash reports are sent) is closed until the 28th so I won't be able to view any automatic crash reports until then -- but I didn't have any listed before iTunes Connect closed for the holidays, so the fact that it's crashing comes as a surprise to me. Could you please email me at [email protected] so I can send you some instructions to check for a crash report listed on your device? Having a crash report to look at would help greatly. Also, I myself am away for the holidays so I won't be as responsive as normal until after New Years. I'll still try and drop in every couple days though! Happy holidays everyone, thanks for playing
All of the messages should be pop ups that you can close without having to leave the brew menu. Do you remember which specific types of messages caused the problem for you? The most common message I've heard causing this problem is the Batch Complete pop up, but some players have been unaware that there is a (somewhat hidden) red X button on the Batch Complete pop up that you can use to close it without losing your place in the underlying menu. I hope that helps! It could very well be that there's a message type I'm not thinking about and if so I would love to remedy the situation, so please do let me know.
There should also be a way to cancel your current batch and just accept it as a loss or maybe a recycle. I've had times when I wished I could just cancel and the loss didn't bother me. Really enjoying the game! Well done! Oh, and you have beautiful pixel art!