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Suggestion / Balancing - Fish Tank and Ghost Exhibits

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21 hours ago
Jul 21, 2025, 12:38:02 AM

Honestly.  I've finished the game and i'm doing the final whatever, 12 star build museums; jamb packed with exhibits and what not. 


I have to say; I think a bit of refinement is required for late game-


For aquariums; their side and capacity is super super limited; 

Add perk for aquarium filter- to increase capacity but reduce overall buzz generated if repair is less than 80%

Maybe add synergetic relationships between fish species to increase overall capacity, - say for each 2 Flambuoyant Fish, and 1 star fish - add one extra space capacity or reduce total capacity by 1/2 for that group; whatever - That way tanks can be planned to fit more than the maximum amount of fish; especially for LOW BUZZ producing species - 

Add synergetic relationship (similar sword fish) to all aquarium temperatures - that way we can config all groups more flexible in smaller footprint museums.


For Ghosts; I'd be great if for the locations that have non unique ghosts; you could go farm them with more than one chopper at a time.  I've been playing for 2 days looking for 5 pirates that actually like living with eachother; and its such a grind and absolutely no fun.  I actually loved the ghost museum when I started; but late game - the size of the exhibit vs. the total buzz that they generate is so poor; it's really unfair compared to the aquarium that yes; is slightly larger but has nearly double the Buzz generated - and it does so nearly automatically...

Suggestion:

Spirit rooms have a "dehumidifer" made as a "despookifyer" - Rooms with higher de-spookification can hold more ghosts, but must be maintained by the jantors; similar aquarium.


This is a super... super... begging ask - because this last one may require a bit more... thinking... in regards to in game assets -  But some science machine that can reprogram ghost exhibit perks.  maybe you have to pay gold crystals or leaves or some type of currency to run the machine; but it will re-roll the curses that are on the exhibit (either that; or just add or make the curse countert perk more common... it's so rare that I played maybe the whole game and won less than 5? -)  I'd say both would be much appreciated. I hate having to grind up a nice exhibit cause the captain loves fireplaces and the mate hates fire... so... frustrating after hours of play trying to catch them all.  


I think some global tweeking of the buzz bonuses would be great or creating some extra perks or mechanics that can make low level exhibits generate more at late game play.  It seems kinda cheaty to just fill a museum up with whales and boom your done... but one fishtank of the new popsickle fish is more than all of my ghost exibits combined.  and for that 11 star museum; I think you should put it back onto the players as to how they want to get that score; not create a system where spamming popsickles gets you the high score. 


Love the game; thanks for your efforts. 



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14 hours ago
Jul 21, 2025, 7:45:14 AM
I agree with all you say. I don't think my opinion is as define as you, but on the overall "problems" yes. The fish tank are so big, and take so much space, and if you fill them with the fish you want, and if it's "simple" fish (like clown or Aqualotl), it's so not worth it compare to some other exhibit or some other fishes. So you don't really have a choice if you want to have a really high buzz.And for the ghost rooms yes ! First, it's sometimes so hard to find the ghost who can live together. In the ghost museum, i was searching for a chimney sweep (i think it was one of them) and I gave up after so many expeditions. I xas getting just the same ones. And if you're doing a multi-theme museum, ghost are just not worth it. I do it anyway because i want my museum to have everything, but clearly, it's not the ghosts that are making my buzz for my museum. Not at all.
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