How often do you need to conduct customer research. I feel I've been losing a lot of money by researching.
I think you only need to do it once per market and then it automatically updates its info as it changes.
Created an account just so i can talk about this game, having alot a fun with it and wanted to add some suggestions. First off bug i found when starting a new game and brewing the tutorial lite brew sometimes the view button does not appear when it tells you to view the recipe details. closing and reopening the game seems to fix it. I was wondering you can add the type of beer on the select batch screen. it is the first screen after you press the sell button, i have a hard time remembering which beer is which and have spent more time bouncing back and forth trying to figure it out. also on this same screen adding the price i last sold it at would be swell as well. I know this info is already there when you click on the actual batch but a at a glance view would be helpful. Other suggestion would be on any event that i don't meet the requirements for, to not see any batch choices, for example someone asked me for 300 units of 900 quality henkel beer or some such. when i went to the batch selection screen it showed me the beer i had enough to cover the 300 units but the quality was below the requirements. On another event is asked for a specific beer and when i went the batch selection again i saw some choices chose one and it was the wrong kind of beer and failed the event. Now i've noticed that some events do do this but some do not. Lastly could you add a way to favorite marketplaces and hide the rest? same thing with the recipes, I don't want to see the ones that are for sale once you have starred your favorites. Again, thanks for making a great game!
That is true for COMPETITOR information, but NOT TRUE for the Customer Preference information. I noticed that all of a sudden I wasn't selling as much of my IPA in a market that had 38/50 customers preferring IPA. So I did another 50 customer survey, and for some reason only 12 customers preferred IPA, and the majority now wanted Lager. So you do need to periodically conduct new research at market places (but only for Customers).
Hmm what's addicting about it is hard that's like explaining a joke its not funny after that, this game has a slow boring start with some overload of information, after that you try to sell a batch of beer and make a profit but u dont make a significant profit no matter how hard you try! It'll take you two hours of nonstop gameplay after throwing everything in ur beer selling arsenal before you get a significant profit, events pop up that either take before you know it an hour or two and sometimes your pressured to finish it within a few minutes or it expires forever, anyways its a great game and definetly worth 2 bucks
I disagree that it's that hard to work out how to make a significant profit. Mind you, it depends on your definition of 'significant' - at the start, in the first few years, any profit is good profit and will only start to increase into megabucks territory as you get better beers into bigger markets, which doesn't take long to achieve. Paying the slightest attention to what sorts of beers sell in each shop, how much space they have, how popular each kind of beer is, and how the competition are pricing, should lead to nothing but profit. Only times I've made a loss are when I've sold in completely the wrong shop by mistake, or massively over-priced. So far I've not fired anyone, stuck with the original crew and whenever it was level-up time I added the points to whatever stat was critical to the job they do - I've never let them do other jobs. So, my staff questions: 1) it seems perfectly possible to keep the original staff, level them up as described and never hire new staff. Yes? 2) the first staff have stats that make it obvious which one should be doing which job, and since the start I've never let them do a different job. The stats for their particular jobs are now very high as I only ever level up the pertinent stats, rather than balancing them out. So is there any point in putting staff on a different job, ever? Does it matter that my packer has level 6 patience but level 1 everything else? All she ever does is pack. Same as any other similar game: building a business and making decisions that pay off or don't is very satisfying. "Main" character? Who's that? I just have the four staff that came with my place, all doing the job they were obviously set up to do, all levelled up quite a lot since the start (on year 5 or so in game), all doing fine. Not even sure why I'd consider hiring other staff yet. I agree with this. It seems odd that they consider the markup as a customer, they should really only care about price and quality. It's valuable for the business owner to know what the markup of his pricing is, but I would also say unusual for them to know what markup the competition has applied. I suppose theoretically it's possible for an expert to guess at his competitor's costs and estimate their markup from that, but I think it's odd that the customers make choices based on markup. Ahhhh. Well, you know, I'm down with that. You know it's a bit odd, and you tried to change it, but it has to be that way for now. No worries (I really love this game, and love you even more for not ruining it with IAP mechanics - thank you!!!) What a stupid self-obsessed post. So your only contribution is "Pfft, this game isn't for me" and the basis for that decision seems to be "because games are for kids and I'm a real man who makes his own beer." Right, wellÂ… great, thanks for sharing. Generally we tend not to give a monkey's if someone doesn't think a game is for them. It's kind of like stating "Pfft, I don't see why the colour red exists, I hate it." forgetting that nobody really cares if you don't like it and don't think it's aimed at you. The only reason to tell us all you dot like it might be to suggest improvements. But you've not. You've made assumptions about the sort of person that should like this game, and attempted to superciliously (and ineffectively) disprove them, for some reason. So, you don't like it. And you shared that. Good for you. And?
The dev commented on the markup system somewhere earlier. You can look it up. I'm ok with it. Can't believe I'm still playing this game It's great. Hope you give us some new missions and stuff in another update.
They max out on the first play through at level 10 so you probably won't get craft and whatever skill or 2 you need up to 10. Also some of the later recruits have really nice abilities that come in handy later in the game. And the main character it is the one you can fire that you made at the beginning, yourself, the owner.
Malty Magnate fustraition I've been having problems for the past hour with the Malty Magnate event and i'm wondering if anyone could help me out so far all I got from reading this forum is that i need Roasted Barely and ale yeast. Can anyone help me fill in the blanks? it says that the recipe calls for 4 portions of 3 different kinds of malt and 1 portion of hops if anyone could help me that be awesome.
Think of the description as a mad lib and piece it together from that. Once you look at that it falls together
ok last time, what makes this game, fun, addicting? I read through this thread and all i got out of it is it's like the other games like this but with random events
Later in the game you get a 'blue sky' component to add to your brews, it makes them 98%+ purity, and your punters can't get enough of it Seriously though, what do you think makes a game addictive? Is it the lack of absolute fail state? Is it the constant progression? Is it the touches of style and humour? I think you're asking a deep and profitable question there that indie devs would love to know the answer to. Or have bit by bit found the magic formula that makes this game just .... Work.
ok fair enough so let me ask this. 1. How long is the game? 2. Can I still do badly later in the game if I have high lvl people? 3. Are there tons of random events with different Variety? 4. A dev can't answer this but what do you not like about this game besides graphics since they don't matter to me for this stlye of game. 5. How is new game plus in this mode? 6. tons of Unloackables/ Challenges?
We've answered your questions perfectly well! For just a couple of bucks, either buy the game, or don't.
1) read the review, or read this thread again as the developer has mentioned the various different lengths of time players have played it for. It can be many, many hours. 2) you can always do badly even with high level staff, if you send beer to shops that don't like it, don't have space for it, or it's too expensive etc. you need to run a business. Can you make good business decisions? 3) there are many events that come up over the course of the game, some you will be able to complete, others you will fail at. Who knows if they are random enough for you? 4) almost everyone in this thread has at some point or another expressed what they like about the game. Go read it again! I like the lack of IAPs, the depth of the business management, and the fact it's about beers, which I'm into. 5) don't know as I've not finished, but again it's covered in the thread. I've seen some say that it's a little too easy because you get the same easy events at the start but you're capable of producing 'Quality: 15,000' beers by then, when all you need is a fraction of that. 6) You unlock new beers and new staff to hire and occasionally a new brewery. Please stop asking us to decide your purchase for you now! Just get it. Or don't.
Does anyone know: is there a time limit on how long I can play the game for? I know there's an 'ending' but is it dictated by the clock or by when you win a particular event?
Spent more time on this game yesterday than on my new Vita! Ahem… Started a mental list of strategies as I played, thought they might be useful to other new players: quick list of Fiz tips and strategies.
As far as I'm aware, it's event triggered. My first time through took 52 years, but it didn't end until it was very clear this was winding down.