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Sep 29, 2013 | 8:36 AM EDT
  • Daily 4th Place September 30, 2013

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Author Comments

Remember these old DOS games where you had to sell lemonade in a little text-simulation? Well, here you somehow got to do the same but somewhat beyond. Enjoy!

Reviews


ttek999ttek999

Rated 2.5 / 5 stars October 26, 2013

weird but okay......


Schulles responds:

You're okay too...


PurplePrawnPurplePrawn

Rated 2.5 / 5 stars September 30, 2013

"How much should it cost?"
"Fuck I dunno, TWENTY FIGH DOLLAH!"

-144 customers (yes, NEGATIVE customers) bought my lemonade
Fuck, now I'm $3593 in debt

...But to whom?


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Nap67Nap67

Rated 2.5 / 5 stars October 20, 2013

its ok. nothin to new or interestin



SirussSiruss

Rated 2.5 / 5 stars September 29, 2013

It was fun until I encountered a glitch where if you input a large integer for your price (say, $100), you get negative customers buying negative drinks and taking away your money leaving you with large negative sums of money. I encountered it by accident and it ruined me.

The lemonade-selling interface could be streamlined a bit (put the weather and the daily price on the same panel?) and it would be nice to see the actual benefit of upgrading in the daily summary. at the end I was selling as much and for the same prices as I was in the beginning, just with longer spells between reloading.


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kcho99kcho99

Rated 2.5 / 5 stars October 5, 2013

I will give this game credit for a clever idea and a fun callback to my youth, but strangely, despite the fact that I never liked Lemonade Stand when I played it way back when, and have no real attachment to it, a slicker, more modern game meant mostly as parody has kind of failed to live up to the original. Let me explain.

The core mathematical concept behind how you make money in this game has some severe miscalculations in it. First, your default recipe claims it makes 5 glasses of lemonade, when it actually only makes 1 (very lemony, and a cup of sugar per cup of lemonade!). This means that the price of ingredients, if bought fairly, would mean you would need to charge $0.40 dollars per cup just to break even. This is fine if the point was that you had to cheat to get ahead, but at the same time, the number of pixels that drop when you harvest lemons apparently bears no direct relation to the number of lemons you actually gain, and are very low, which means the resources you have are directly restricting any growth you can make.

Ultimately, I found the sensible strategy in the game I was playing was to make very few glasses (even fewer than tiny amount my recipe allowed) to sell at a high price, because I was really wasting days between checking for new lemons on the trees. I played up until the cheap suit upgrade, and never saw that the amount of cash I could make in a day ever really shifted from a ratio of the amount of ingredients I could harvest, times an amount based on how good my suit looked, times a random factor.

Further, the original game had all the aspects of growth built into the day-to-day model. If you had more money at the day's beginning, you could buy more ingredients, buy more advertisement, and make even more money, with no theoretical limit to the exponential growth. It was about sensible planning, and you could fail by overbudgeting and getting greedy. In this game, you are merely grinding for the next upgrade, and unless I'm mistaken, the price people are willing to pay is silently rising up in the background regardless of what you do.

A parody is fine, but there has to be an actual game beneath the parody, and despite the fact that Lemonade Stand was a simplistic text game, it had much more of an actually "game" to it.

As a final note, there are some bad bugs and design issues. Firstly, you must have a rounding error somewhere in the daily profit calculation, because on days when I make a fractional amount of money, I don't appear to gain a fractional amount of cash in my account, which is weird since you apparently keep track of numbers to the depth that it's obvious when you forget to round off a float's rounding error. Secondly, you have some other math errors that mean that the 'you now have $X' at the end of the gain day doesn't always match the amount of money you have when you see the main screen again. Thirdly, I think it is important you pick either a fully keyboard interface, or a fully mouse driven interface, or preferably the option for both. The hybrid is very frustrating, and makes the grind much less tolerable.


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Schulles responds:

Thanks a lot for this detailed and fair review! I was sure I fixed these math-bugs by now, hopefully you played the game before the update... I agree that the simulation actually is the weakest element of the game and that it's all just about time. From this game I learned a lot by the mistakes I made and what not to do in my next games. Thanks again for playing and reviewing!