Hotel Galactic

Hotel Galactic

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Demo Feedback
I love the premise of the game - a Ghibli inspired hotel for all sorts of aliens. On an aesthetic level, the demo delivered on this completely.

The game play, however, falls completely short. Basically from the start I found myself feeling like the process of workers slowly shuffling around, transporting materials, doing some crafting tasks etc, was incredibly slow and tedious. However, I did manage to fix the hotel up enough to start receiving guests. This is where the issues REALLY began.

Caring for the guests takes up basically all of the time of all my workers - the new hire included. While the first night went rather ok, the issues started after the first batch of guests checked out. The laundry takes FOREVER. Bringing the laundry from 4 rooms took almost an entire day, then it needed to be washed and dried. Of course the rooms needed to be tidied and soon enough a new batch of guests arrived that I needed to cater to. On top of that I now had plants to water and gather, and when I saw about 20 grapes on the ground that an employee had to carry over to the kitchen one by one I gave up, didn't finish the demo.

I am a huge fan of cozy games. I don't mind slow paced games. But you cannot make the workers slow paced, and everything else fly by the speed of light.
As for bugs, I didn't encounter a single one. However, I am left feeling completely dissatisfied with the demo.
Originally posted by waxx:
Hey, really appreciate you giving the demo a shot, and thank you for taking the time to share your thoughts :stChest:

Glad to hear the vibe and aesthetic landed well for you - that Ghibli-meets-alien-hospitality atmosphere is a huge part of what we’re building, so it means a lot that it resonated.

Now, we hear you on the gameplay pacing, especially around laundry. That’s one of the biggest time sinks in the demo and yeah, we agree it’s currently too much. It’s already been tweaked a bit and will be tweaked further for the Early Access to be less of a clicking grind.

That said, part of the core design is that workers aren’t robots: they’re little people with preferences, limitations, and growing skillsets. The idea is that you grow into being an efficient manager: early on, you’re in the thick of it, figuring out how things work. But over time, automation kicks in - skilled staff take initiative, Spirit Chimes help with cleaning and upkeep, and higher-tier items (like fancy backpacks for carrying more stuff at once) smooth things out. That whole progression curve just isn’t fully visible in the demo scope and we understand some players might worry that the early game vibe is all there is.

You also nailed something important: this isn’t meant to be a hyper-fast clicker or spreadsheet sim. But we do need to make sure that cozy doesn’t accidentally slip into frustrating. The demo helps us see where that line is, and your feedback feeds directly into those balancing changes.

Thanks again for trying it out and we hope you’ll give it another shot when the full experience is out and the systems have room to breathe <3
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Showing 1-7 of 7 comments
:D 23 Mar @ 1:26pm 
Agree :steamhappy:
A developer of this app has indicated that this post answers the original topic.
waxx  [developer] 8 Apr @ 11:42pm 
Hey, really appreciate you giving the demo a shot, and thank you for taking the time to share your thoughts :stChest:

Glad to hear the vibe and aesthetic landed well for you - that Ghibli-meets-alien-hospitality atmosphere is a huge part of what we’re building, so it means a lot that it resonated.

Now, we hear you on the gameplay pacing, especially around laundry. That’s one of the biggest time sinks in the demo and yeah, we agree it’s currently too much. It’s already been tweaked a bit and will be tweaked further for the Early Access to be less of a clicking grind.

That said, part of the core design is that workers aren’t robots: they’re little people with preferences, limitations, and growing skillsets. The idea is that you grow into being an efficient manager: early on, you’re in the thick of it, figuring out how things work. But over time, automation kicks in - skilled staff take initiative, Spirit Chimes help with cleaning and upkeep, and higher-tier items (like fancy backpacks for carrying more stuff at once) smooth things out. That whole progression curve just isn’t fully visible in the demo scope and we understand some players might worry that the early game vibe is all there is.

You also nailed something important: this isn’t meant to be a hyper-fast clicker or spreadsheet sim. But we do need to make sure that cozy doesn’t accidentally slip into frustrating. The demo helps us see where that line is, and your feedback feeds directly into those balancing changes.

Thanks again for trying it out and we hope you’ll give it another shot when the full experience is out and the systems have room to breathe <3
Last edited by waxx; 8 Apr @ 11:42pm
The demo is bugged, got stuck unable to build a restroom and unable to talk to Sparn at the same time
Originally posted by waxx:
Hey, really appreciate you giving the demo a shot, and thank you for taking the time to share your thoughts :stChest:

Glad to hear the vibe and aesthetic landed well for you - that Ghibli-meets-alien-hospitality atmosphere is a huge part of what we’re building, so it means a lot that it resonated.

Now, we hear you on the gameplay pacing, especially around laundry. That’s one of the biggest time sinks in the demo and yeah, we agree it’s currently too much. It’s already been tweaked a bit and will be tweaked further for the Early Access to be less of a clicking grind.

That said, part of the core design is that workers aren’t robots: they’re little people with preferences, limitations, and growing skillsets. The idea is that you grow into being an efficient manager: early on, you’re in the thick of it, figuring out how things work. But over time, automation kicks in - skilled staff take initiative, Spirit Chimes help with cleaning and upkeep, and higher-tier items (like fancy backpacks for carrying more stuff at once) smooth things out. That whole progression curve just isn’t fully visible in the demo scope and we understand some players might worry that the early game vibe is all there is.

You also nailed something important: this isn’t meant to be a hyper-fast clicker or spreadsheet sim. But we do need to make sure that cozy doesn’t accidentally slip into frustrating. The demo helps us see where that line is, and your feedback feeds directly into those balancing changes.

Thanks again for trying it out and we hope you’ll give it another shot when the full experience is out and the systems have room to breathe <3

I could deal with that but... could you please, give a sandbox mode? the damn "eternal tutorial" gameplay made me feel more angry than cozy. This is what I loved from Good Company (which goes in a similar gameplay but more "robotic") I don't care if they take a year to cook or clean stuff but let me explore at my own pace, not as if i was in ♥♥♥♥♥♥♥ school again
I started again after making the wrong rooms, I made 2 guestrooms instead of 1 and a restroom... so decided to give it another shot as I couldn't figure out how to cancel making a room, and the tutorial then annoyed me, so it might be worth making that optional. Also... please enable cancelling room builds?
doshha 3 Jun @ 5:19am 
make a real DEMO WHICH have a save feature please?
Jarralt 7 Jun @ 10:41am 
I've played the demo and so far I find the game really enjoyable and comfortable. The art style is nice, the graphics and details are well-made. There are still a few bugs here and there, but hey, that's what it's for, a demo. I just miss the menu key (it's actually always ESC). That should be available in a demo version, too. Otherwise, I'll be curious to see if all the bugs are fixed by the planned release.
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Showing 1-7 of 7 comments
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