this is a business simulator. make money. How does one make money? hire people! advertise! make your workers more productive! (as with most scratch games, double clicking the green arrow fully initializes the code, game should work without doing this, but something could break) don't be overwhelmed by all the variables. hire people = money, ad = money, machines = money. reminder: when prompted with something, and you mean to say yes, answer "yes" or "y". most responses will think you mean "no" if you don't say y or yes. you can choose different game modes, and at the end of a career, you get a score, which tells you how good you did. or you can play infinite mode which is a never-ending career. It's best to play this in fullscreen so you can read all the popup texts Press A to sell your company, this is a late-game feature. it's basically a rebirth events happen which give you positive or negative effects, or opportunities. currently, unique events only go 12 years into the game, but some random events happen all game (on standard speed) a 20-year campaign takes roughly 40 minutes, 70 minutes for a 50-year, 140 minutes for a 100 year.
explanation of every variable & button in the game: 1: marketing: buy ads to increase marketing. more marketing makes you more money. 2: workers: the number of workers you have 3: score: the score you have. get this higher! 4: loan: the amount of money you have loaned 5: interest payments: the amount of money you payback from your loan per week 6: price of goods: income = price of goods * goods produced. 7: goods produced: amount of goods you make per week 8: factories: buy factories so you can buy machines 9: machines: machines increase income 10: worker productivity: the efficiency of each worker. 11: profit ratio: negative = you ain't making money. positive = you making money 12: inflation: every year inflation goes up or down. inflation makes everything more expensive or cheaper 13: year/week: the dates 14: money: the amount of money you have 15: income: the amount of money you make each week 16: expenses: the amount of money you lose each week 17: wages: the cost of having workers 18: taxes: the amount you owe in taxes. 19: worker innovation: makes your workers a % more efficient. gained from events 20: score modifier: affects the amount of score you can gain. if you have a +1 score modifier, you get 100% of the score you would normally get. if it's +0.5, you get 50% explanation of buttons: 1: market: buy ads 2: hire 1 & 25: hires 1 and 25 workers 3: hire max: hires the max amount of workers 4: train workers: lets you train workers for more worker productivity. 5: fire: fires a worker 6: buy 1 factory: buys a factory 7: buy 5 factories: buys 5 factories 8: buy 1 machine: buys 1 machine. (15 machines fit in 1 factory) 9: buy 5 machines: buys 5 machines 10: graphs: updates the visual graphs of data you have 11: hide: hides the buttons 12: show: shows the buttons Update log was moved ingame, but here is the most recent update, 1.08 & 1.081 (4/30/23) -Modifiers!!! I really need to remake the title screen, but you can now add mods to your campaign that add or take away score. (currently only add). -5 new mods were added to the game. Currently, having every single mod on with impossible mode makes the game, literally impossible I believe. I can't do it. -inflation is now additive, not multiplicative, so, inflation won't exponentially ruin you in the late game. base inflation is faster overall though. -speedrun mode! your score is determined by how fast you can rebirth, and the game goes about 5% faster than the "fast speed". I found that anything more quickly was hard to keep up with. Also, modifiers are not affected by speedrun mode. - may make it cost score to rebirth, maybe do a percentage of what score you got from the last rebirth -impossible mode now gives -45% income, not -50% income. 1.081 Score multi now decays 14.5% every 5 years, not 20%. half profits give 4.75 score, not 4.5 thinking of doing a research tab where you can buy permanent buffs that last through rebirths 1.09 10/12/23 - newly hired workers work 20% slower for a year