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dearly stars sleeper agent · 1y

what kind of produce game do you want actually? the reasons it's not as deep as uma musume or shiny colors is that they want it to be newbie friendly like I already see tons of players having a hard time with this simplified version and you want it to be more complicated?

i just think if you're going to make a produce game and you end up simplifying it so much that runs only take like five minutes max you've already proven why you shouldn't have made a produce game. there are ways to simplify certain genres to make them more easily digestible to people outside of them that don't turn off the people that actually like those genres (my go to example is paper mario which simplified a lot of jrpg mechanics and genre conventions but i've still seen talked very positively about in jrpg fan circles i've been in) but making a produce game where the gameplay is so simplified that there's hardly any real meat on its bones is like making an rpg where in every fight every party member only has the option to do one (1) basic physical attack and one (1) basic magical attack while also being one of the jrpgs with no job system so you can't even change as much as what the visuals of the attacks are or try to target any weaknesses beyond just "this enemy is weak to physical attacks" and "this enemy is weak to magical attacks". sure you're simplifying it and i'm sure it'll be easier for newcomers to understand but it kind of defeats the point of making an rpg at that point. people like rpgs because they like the math they like the strategizing they like the different choices that are presented to them through job systems or badge systems or whatever the specifics are for that game. people like produce games because they require some forethought and callback to idol game roots without asking for several hours of your time just to finish a single run. the 30 minute runs you see in shiny and uma were ALREADY the simplifications for the genre (albeit usually with added complexity in the form of supports and things that weren't exactly there to such an extent in the oldhead idol produce games) and simplifying it even further just feels frustrating at a certain point. if they were going to commit to making a produce game they should have properly commit to making a produce game because then at the very least the people that actually want to play a produce game could enjoy it and even if nothing else people could recommend it to others for that alone (esp bc afaik there's no other guydol/adjacent produce mobile games out there? i don't pay super close attention to a lot of guydol franchises after getting burned so many times admittedly but i'm pretty sure the closest there's been is like. mstage or enbasic tap tap clones but i don't really feel like those are/were trying to establish themselves as proper produce games like kimisute is trying to. anyway all that to say i could have missed something so i'll take that L if there's already a proper guydol produce mobage out there that i'm just unaware of) but with kimisute as it is now it's not really for argonavis fans, old or new, and it's not really for produce game players, old or new, so it's kind of just living a nebulous existence as something that's dressing up as if it's got a wide target audience when there's actually no one in particular that actually asked for or wants it

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