I'd like to see, through the invite players interface the player's class. That way I can choose which class to invite without many troubles asking for one.
What about an inventory with all the equipments bought and that need repair, so we don't have to buy new equipments everytime? Also when you want to check students and you click one of them, there's no back button to the list of students, please add it so we can have more flow in the gameplay.
Nice Mah-Jong game, really addictive. The gameplay is easy and fast - just when it comes to the last pieces, when a card is far from the other one it becomes a little tricky to click them - for me it's a 4/5*
Nice Mah-Jong game, really addictive. The gameplay is easy and fast - just when it comes to the last pieces, when a card is far from the other one it becomes a little tricky to click them - for me it's a 4/4.
I played it for a bit and found it really addicting. With something more it could be a really pretty game, maybe add more grid sizes, upgrades to increase chances of getting better houses/people... Nice one :) 4/5 for me.
1. Upgrades every shop level up (+0.5% chance for every worker to duplicate item, +chance for costumers to accept your suggestions, -chance that a costumer asks items you don't have etc.). 2. What if costumers could be equipped with items they buy - that degrade every X hours real time? - or with items we give them? 3. Giving tasks to costumers - not quests or adventures - (like killing monsters for 3 hours) to experience them (no limit level for them). 4. As I already said, and yet think, divide costumers that want to buy/sell from those that want adventures. 5. Allow us to put on the showcase all the items we want so that neighbors could come up and buy them (the vendor fixes a range of price for the item?). 6. Allow neighbors to speed up constructions on the shop for a reward. 7. Achievements more useful? (like some hard achis to unlock rare items recipes - like acid -).
@spartan ALL objects can be rotated to the 4 sides except for workstations :) try to move the objects on the road to the southern part of the shop, rotate it and then move it again inside the shop.
I think that clients and questers should be divided. By divided I mean that if somebody enters my shop, he's either selling/buying OR asking for quests. Also items that break should be repairable by the craftsman that made it (+1/2 resources), allowing you to put the broke item in the inventory until you give the task to the craftsman to repair it.