Based on the context of Early Access simulation games, Feature Title:
This turns the game from a driving simulator into a management simulator. Players must actively manage their passengers' needs while navigating traffic, making every trip unique. To make this draft more tailored, could you tell me:
Satisfaction isn't just "happy/unhappy." It depends on:
What is the you are trying to solve with this feature (e.g., game feels empty, too easy, lacks management)?
Harsh braking/accelerating reduces happiness. Comfort Control: Setting the A/C or heat too low/high.
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