![]() ![]() But I am an old man anyway so I like to sit back and play relaxed, the young people of today might be different and prefer action. Hire and train your staff, manage your economy and marketing, and destroy your competition to become the ultimate legal coffee monopoly in Coffee Shop Tycoon. Personally I would like to have freshness to be a choice (for example high freshness = high price) rather than an arcade element (click at the right time on the right button to get best results). Manage your own coffee shop and control every detail to make it the most popular one in town Roast your own beans and create your recipes. Maybe a percentage of freshness rather than three steps - then the timing of a certain second would not matter. It's somewhat annoying to watch a timer ticking down, pause the game on the last second and then dump 2 cups from a batch to brew 8 fresh cups or miss that second and only have ok coffee. I am happy to hear that the freshness will be addressed. It would also take away from the interaction during the day so not a perfect option anyway. Agreed that a day cycle would probably mean too much change to the structure of the current game in place. I don't think I will move to a day based gameplay but the freshness will be better managed whwn researching upgrades (Feature in development). Next day you can decide if you use unused coffee or food again or buy fresh items when you plan the next day. Once the day is finished you get a balance of earnings and resources used or new level reached. ![]() So basically plan your day, move furniture, order coffee/food (and milk/cups/sugar/ice etc) open the shop and let the day run. I'd rather have planning phase, a full daycycle and a balance afterwards. Originally posted by ovehaithabu:I am not a big fan of the coffee/food ticking from fresh to old and one has to react to that or misses it. ![]()
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