In this update I implemented a full Hiring system. Now, instead of just clicking “Hire”, you also need to choose a role (Dev, Designer, or Manager) and the game generates 3 candidates. Each one has a random name, a specific salary, and—most importantly, a set of unique skills. I used a naming pool for each role to make the office feel more like a real place with different people.
I’ve also added specific skill sets for each role that directly affect the simulation:
Developers now have stats for Bug Fix, Speed, and Research Bonus. A good Dev can now generate RP (Research Points) faster or clean up the mess left by rushed features.
Now designers focus on Reputation Bonus and have a Motivation Aura. Having a good designer doesn’t just make the product look better but also keeps the rest of the team from burning out too fast.
And managers have skills like Cost Reduction and Event Risk Reduction. A high-level manager can also stop a bad random event from happening.
I also spent some time connecting these skills to the core engine. When you hire someone, it costs a flat fee of $1500, and their salary is added to the weekly costs. This adds a huge layer of strategy: Do you hire the expensive “Super Dev” to fix your stability issues, or a cheap “Junior” just to keep the features growing?
There are 2 new modals, one for the Research Points and another one for the milestones, so that you can actually see your objectives and what you win by accomplishing them(the RP one is still a bit laggy but i’ll fix it latter)
The game is actually starting to feel good to play and I want to change the center animation to more a 2.5d style
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