Fairy Godmother Tycoon
Fun! XD... I tried the demo and I'll probably steal a few ideas
. But it's interesting to see a game focusing on the very MONEY aspect of it, while, I hope it's obvious, I want MagBou to focus on people.
I forgot already if that was what was supposed to happen.
Yes, yes. Start a fresh game and you'll see that it might not happen the same way. That's because people don't buy the same stuff everyday
. Sometimes you'll have enough, sometimes not. Most often not.
when the first cutscene fades (first encounter), it fades out thrice!
Strange ô_o... I didn't spot such a thing during my test. I'll check it out tonight. Since I changed the code that launches quest events, it might indeed be the cause.
Also just realized it would be nice to have a presplash screen
Good point. Thought about it, forgot about it
this is starting to look like a Work In Progress thread
Bah, it's just an after release thread
. Of course, MagBou is more prone to bugs.... cuz I'm the developer
(and it's freaking complex XD)
Sed wrote:I ended up staying up too late to finish the game.
Anvil Factory wrote:It was very fun and caused me to procrastinate on my homework on Sunday.
DaFool and Monele, destroying the world's youth since 2007
I made the mistake of buy a ****** too early
As with other games, it's better to have 1.5x the price money before buying
... especially when you pay for stuff everyday ^^;
but the rising demand of potions made it difficult to keep up.
HINT :
I might be wrong but that's where you should *stop* pleasing the customers. Reputation (in this game) can be built up again. So just put your people to rest, let clients yell a bit... and once everyone's ready again, start climbing the hill.
When ********** came around, I was barely able to make it in the end. I had to work both my helpers into the ground and nearly ran out of money.
The last quest totally depends on how well you played the rest of the game. I only did that because it's a short game and I can make a longer cause > consequence span without having people cry "if I had known *two weeks* earlier!!".
I usually reach that point with about 1000 gold (with one chariot bought) and my people have a high morale (20/30).
During the first phase, only Pom can do something, so I let the others rest, which helps a lot for the last run.
I think you need to somehow balance out the gameplay with the story.
Again, for that bit, it's really because the game, to me, feels more like a "one shot" (for those familiar with tabletop RPGs). You can't *really* fail anyway... but it's true that if you didn't do very well, you don't get the happy ending.
Speaking of which, can you even win the game if you completely mismanage the store? I'll have to go back and try.
I still wonder if you can *really* be stuck. Rest doesn't cost a thing. Resting ups morale. At worst, you just stop working, let your rep go down to 0, who cares, and start again. But it might be quicker to restart the game
.
But to answer your question : no, you probably can't... since you won't be able to hold your rep high enough to trigger the scenario advancement.
A good idea of the above is something like this:
Myeh... but I still have something against a true game over. Somehow, to me it's more fitting to give you a bitter tasting victory :3... *evil*
Pom brought back ingredients.....
They're really remnants of what the game should have been. Pom is a good *hunter*... which will certainly be useful in MagBou2 ^.^... and should have been in MG1, but we had to cut it short. As DaFool said, Amber and Orpiment were made useful at the last moment, just to make Pom something else than "yet another brewer".
Something similar with working on the weekend would be cool.
Good point ^^. Noted.
Oh releasing the code would be fantastic too.
As DaFool said, it will happen. If it can help people make more original games, I'm all for it
. But just allow us to bask in this "how did they do that??" pool for a moment ^o^.
Even providing the assets would allow people to see what they made.
Except for window/frame/button backgrounds, I don't think there's anything "magic" in the game. Sprites are sprites... bgs are bgs. But ya, if you have a doubt, you can already ask.
Maybe the community can make, "Magical Boutique Xtreme Edition".
No kidding allowed
. You *can* do it with the custom.rpy file attached to the main post.
Anvil wrote:but I couldn't ignore Magical Boutique and just had to express my enjoyment.
And bringing enjoyment to people was the goal, so thanks for validating this ^.^
Your question is answered above ("Pom brought back ingredients").
Ever since the release of 1.0b, I'm in the same boat as every other player and could only guess what's going on.
Aww, I'm sorry ^^;... I guess you'd like the source code too? ^^;... Sorry, I just tried to release the patches as quickly as possible ^^