Score: 8
"Interesting to master at first."
date: November 16, 2007
Thoughts:
1. Price per unit goes down from 1 to 35. After that, it gradually rises. Buying in lots of 50 or 100 is increasingly (though slightly) more expensive; buying in lots of 35 is the optimal price.
2. Once you "beat" the system, there's nothing much to do other than keep track of inventory turns and reorder when you can, plus incremental upgrades to the size of your storage and quality of food.
3. It might be nice if there were events to make things challenging. Some "chance" cards where you might be given a choice on what to do. Cleanup on aisle 4. An armed robbery. A crying spoiled brat that knocks over some fruit. An employee might need to be fired or kept on, depending on the manager's choice. Perhaps someone gets sick from bad meat?
4. It might be nice if the manager themselves had some skills that could be upgraded. Management skill might keep employee morale high. Marketing savvy attracting more spontaneous purchases.
5. Perhaps also add axioms of employee quality/grade as well as customer satisfaction.
The game is a good basis for a simple microeconomic simulation, yet still it leaves out the additional challenges that might make for a fun game.