Info about Let's School Homeroom:

Official game description:
Add to Whishlist!
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Let's School: Homeroom is the prologue of Let's School, you can experience 2 weeks of in game time. Let's School will be available on Steam on 27th July, add to wishlist!  
About the Game
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**About the Game：**You play as a headmaster in charge of rebuilding and running your old school in the 3D low poly indie game Let's School. Apart from two core gameplay building school construction and the students'/teachers' management you also are free to control the development of the school. You decide the fate of your school, strict eastern style or more freedom western style, it’s all up to you.  
Students have their individual interests and life plans, which will result in much more challenges for the headmaster. Such as school prestige rankings, the basic needs of students, clothes, food, and even travel. To make this game more realistic, the pressure from examination also requests the headmaster's attention and control. From outside of school society, the headmaster has to also take care of threats coming from mysterious evil forces and all sorts of potential threats that might cause you go bananas.  
**How the school will look like it’s all up to the headmaster ----** free plan dozens of functional facilities and hundreds of teaching equipment and define the school's style freely.  
Extending areas horizontally is not the only thing you can do, you can also extend multi-story buildings vertically to meet the needs of more "original" developments and even build some "bizarre" buildings.  
**Teacher's and student's fates depend on the headmaster ----** recruit whomever you want, cramming or being more flexible is all your choice. Developing your teachers will unlock their skills to fit in different positions. The headmaster can arrange elective courses for students which will affect their moods and learning quality, resulting in them having different life paths.  
**How to deal with troublemakers in school is all up to the headmaster ----** but always keep that in mind:  
school's recreational facilities will affect the students' moods. they could have much low engagement if they start feeling depressed.  
Students will gain weight if canteens over their needs. If students start to wear glasses or you notice other strange behaviour it means they might start feeling too stressed.  
If students couldn’t use the bathroom for too long, it will cause them anxiety and will result in students using all the school facilities as a toilet.  
Be aware, students might have prohibited goods so setting up your own punishment system is important for saving many troubles. Additionally, you have to deal with real-time emergencies such as truancy, bullying, and questioning.  
Associations, field days, morning exercises, and various events could help students regulate their emotions.  
Know more please follow our Twitter: @LetsSchool2  
Join our discord:

Release date: 20 Jun, 2023

Categories: Management Simulation, Base Building, Character Management, Life Simulation, Resource Management, Research and Discovery, Single-player


- Hardware Profile: No data
Feature extractions:
- Community Price: No data
- Playtime Metrics: No data
- Time-to-fun: No data
- Player Archetypes: No data


Below are summaries of things people say about the game per category.
Each point is assigned a weight that represents how often it is mentioned across all reviews.
What players like:
- Highly enjoyable and relaxing gameplay (weight 0.99): Players consistently find the game highly enjoyable, relaxing, and engaging. Its casual nature, combined with a satisfying balance of challenge and reward, makes it a fun experience for passing time.
- Engaging school management simulation (weight 0.42): The core school management simulation aspect is a major draw, allowing players to freely build and manage their dream school. The game offers depth in handling various responsibilities, from campus design to student and teacher management, providing an engaging and accurate school experience.
- Charming and appealing art style (weight 0.4): The game's visual presentation, characterized by colorful, cartoony, and charming graphics, is widely appreciated. The art style is simple yet appealing, contributing to the overall cute aesthetic.
- Deep and feature-rich gameplay (weight 0.31): The game offers significant gameplay depth and numerous features, allowing for a complex and extensive experience. It can be as simple or as intricate as the player desires, with many operable points and elements.
- Familiar management game mechanics (weight 0.25): Players note strong similarities to classic management and tycoon games like Zoo Tycoon, Kairosoft titles, and the Two Point series (Hospital/Campus). This connection suggests a familiar yet in-depth management game vibe that appeals to fans of the genre.
- Promising and robust demo (weight 0.23): The demo version of the game is well-received, offering a substantial and promising preview of the full game. It provides a good balance of free play and a campaign-like feel, allowing players to test the game's potential.
- Charming animal companions (weight 0.16): A unique and charming feature is the ability to summon and own cats and pandas within the school environment. These animals are described as cute and exhibit realistic behavior, adding a delightful touch to the game.
- Intuitive and clean UI (weight 0.15): The user interface is consistently highlighted as well-designed, smooth, and intuitive. Its clean and comfortable layout makes it easy to navigate, especially for players familiar with similar management games.
- Pleasant soundtrack and sound design (weight 0.14): The game's soundtrack and sound design are praised for being pleasant, pretty, and calming. The background music contributes positively to the overall atmosphere.
- Humorous principal role-playing (weight 0.13): Some players engage in humorous and exaggerated role-playing, describing scenarios where they push students to extreme limits or exhibit authoritarian principal behavior. This indicates a playful engagement with the simulation's possibilities, though it's often presented hyperbolically.

Common complaints:
- Confusing start and poor tutorial (weight 0.48): Players found the initial game experience overwhelming and confusing due to a lack of clear guidance and an abundance of mechanics introduced simultaneously. The tutorial was insufficient, leaving players, even experienced management game enthusiasts, feeling lost.
- Illogical teacher role assignments (weight 0.34): A major point of contention is the illogical assignment of teachers to non-teaching roles like cooking, cleaning, or managing convenience stores. Players feel that teacher, administrative, and logistics positions should be clearly separated, as the current system is unrealistic and inefficient.
- Numerous bugs and UI issues (weight 0.31): The game is reported to have numerous bugs and glitches, ranging from minor visual issues to characters getting stuck. The UI is also described as messy, unresponsive, and contributing to a frustrating experience.
- Inconsistent language support and licensing (weight 0.29): There are significant issues with language support, with several advertised languages (Korean, Japanese, Spanish, Portuguese) either missing, incomplete, or displaying incorrectly. Additionally, some players reported issues with the game's availability and licensing, prompting them to buy the full version despite already owning it.
- Slow and illogical research progression (weight 0.19): The research system is criticized for its slow progression and illogical requirements, such as needing to research basic items like lighting. This slow research speed hinders unlocking new content and maintaining teaching standards.
- Slow teacher training (weight 0.18): Teacher training is perceived as too slow, making it difficult to improve their abilities sufficiently for higher-level classes. This leads to teachers being underqualified and requiring excessive effort to become effective.
- Short and buggy demo (weight 0.16): The demo version of the game is criticized for its short playtime (around 3 hours) and abrupt ending. Some players also noted that the demo still contained bugs and incomplete English translations.
- Overpriced for current state (weight 0.13): Some players found the game's price to be too high given its current state and perceived issues. There's a general sentiment that the game needs more polish to justify its cost.
- Disjointed art style and theme (weight 0.12): The game's aesthetic and thematic elements are described as mixed and disjointed, with a retro style clashing with modern content. The overall personality of the game is also diminished by what players perceive as nonsensical flavor text.
- Cumbersome object placement (weight 0.12): The process of placing and managing objects is cumbersome, requiring multiple clicks for simple tasks. The large number of visually similar objects with identical attributes also makes organization and reinstallation difficult.
- Repetitive background music (weight 0.1): The game's background music is highly repetitive, often consisting of a single looping song. This quickly becomes monotonous and grating for players during longer play sessions.

Gameplay feedback:
- Comprehensive School Management (weight 0.76): The core gameplay revolves around comprehensive school management, including building facilities, customizing curriculum, hiring and managing staff (teachers, researchers, other personnel), and overseeing student development and discipline. Players act as the headmaster, making decisions on everything from class schedules to extracurricular activities.
- Limited Demo Content (weight 0.27): The current version available is a limited demo, typically lasting about two in-game weeks or 2-3 hours of playtime. This demo restricts progression, preventing players from unlocking higher-level research or reaching victory conditions, which some players found too short.
- Teacher Development System (weight 0.18): Teachers possess various stats, knowledge levels, and characteristic traits that can be developed through training and advanced study. Advanced study is crucial for teachers to teach higher-grade classes and impacts their overall effectiveness.
- More Customization Options (weight 0.16): Players desire more customization options, such as the ability to change teacher names, choose school types (all-girls, all-boys, co-ed), and select different architectural styles (e.g., ancient Chinese, modern, Japanese). This suggests a strong interest in personalizing the school experience.
- Refine Staff Management (weight 0.16): There's a clear request for more granular control and distinct roles for various staff members beyond just teachers. Players want separate management for nutritionists, cleaners, and other support staff, and a clearer distinction between teachers and other school personnel.
- Easy to Learn, Hard to Master (weight 0.12): Players found the game's initial mechanics easy to grasp, making it accessible. However, the depth of its various systems and possibilities suggests a high skill ceiling, indicating it will be challenging to master.
- Capacity Limitations (weight 0.11): There are initial limitations on advanced study slots and research room capacity. Players need to research and build specific rooms to increase the number of students or teachers who can participate in advanced studies.
- Progression and Unlocks (weight 0.07): The game incorporates elements of character progression, where both students and teachers can be developed. New gameplay features and mechanics are progressively unlocked as players advance through the game.
- Detailed Scheduling System (weight 0.06): A key aspect of management involves scheduling both teachers for classes and students for their respective timetables, indicating a detailed scheduling system.
- Improve Building Interface (weight 0.06): Players desire quality-of-life improvements for the building and editing interface, specifically an undo button for construction and a more intuitive method for removing placed items.
- Customizable Keybinds/Difficulty (weight 0.06): The game allows for custom keybinds and custom difficulty settings. However, there is a reported issue where changing a single hotkey requires resetting all other hotkeys.
- Clear Victory Conditions (weight 0.06): The game uses a 'full mark rate' as a key performance indicator and features three major victory conditions that players must achieve to complete the game.
- Lighting Requires Research (weight 0.06): A specific design choice requires players to research lighting, meaning schools initially rely on natural light from windows, which some found counter-intuitive.
- Rethink Upgrade System (weight 0.05): Players suggest that core gameplay features and interesting facilities should not be locked behind an 'upgrade line' or research tree, but rather only cosmetic or exclusive furniture configurations.
- Direct Room Style Selection (weight 0.05): The game features a building system, and players would prefer to directly choose the style of a room when building it, rather than having it determined by other factors.
- Students Have Traits (weight 0.05): Students in the game possess unique characteristic traits that influence their academic performance and overall behavior.
- Research/Tech Tree System (weight 0.04): The game incorporates a research system, often presented as a tech tree, which is used to unlock new courses, facilities, and other game elements.

Performance notes:
- Performance issues and lag (weight 0.1): Players are experiencing significant performance issues, including stuttering, high heat, and persistent lag, especially during construction and even when paused. This indicates a need for optimization.
- Runs on lower RAM (weight 0.03): One player noted that the game runs on a system with 4GB RAM, despite the stated minimum requirement of 8GB. This suggests that the game might be more accessible to lower-spec systems than indicated, or that the minimum requirements are inaccurate.

Recommendations:
- High anticipation for full release (weight 0.46): Many players are eagerly anticipating the full release of the game, with some expressing a strong desire to purchase it immediately upon launch. This indicates high interest and positive expectations for the complete experience.
- Strongly recommended for genre fans (weight 0.41): The game is highly recommended, especially for fans of management and building simulation genres, particularly those with a Japanese theme. Players find it engaging and worth trying, suggesting a strong core appeal.
- Desire for continued polish (weight 0.4): Players hope for continued polish, optimization, and updates, especially regarding UI, tutorials, and overall user-friendliness. There's a clear expectation that developers will address current issues and incorporate player feedback for a better final product.
- Price sensitivity for purchase (weight 0.24): Pricing is a significant concern for players, with many indicating a willingness to purchase if the game is priced under 50-60 RMB. This suggests that perceived value is closely tied to the launch price.
- Demand for more languages (weight 0.09): There is a demand for more language options, specifically Japanese, Portuguese, and Korean subtitles, to make the game accessible to a wider international audience.
- Game added to wishlists (weight 0.09): Many players have added the game to their wishlists, indicating a strong interest in purchasing it in the future, likely upon full release or after further development.
- Mixed demo reception (weight 0.06): There's mixed feedback regarding the demo, with some recommending it for building game enthusiasts while others advise against playing it. This suggests the demo experience might be inconsistent or not universally appealing.
- Some players will skip (weight 0.03): A small number of players indicate they will likely skip the game, suggesting it may not appeal to everyone or that current issues are significant enough to deter them.
- Enjoyable minor interaction (weight 0.03): This is a very specific, non-substantive comment that likely refers to a minor, humorous in-game interaction. While positive, it offers no actionable feedback.

Other player notes:
- Free school simulator (weight 0.1): Players note that the game is free to play and functions as a school principal simulator. This suggests it might be perceived as a demo or a complete, free experience in that genre.
- Minimize notifications feature (weight 0.04): A specific request was made for a feature to minimize in-game notifications. This indicates a desire for less intrusive UI or better control over alerts.
- Kairosoft-style gameplay (weight 0.04): The game's style is compared to Kairosoft games, known for their simulation and management genres with pixel art. This helps set expectations for potential players familiar with that developer's work.

Emotions:
- Satisfaction (weight 0.26): Players felt satisfied by the game's strategic depth, engaging gameplay, and well-implemented features. The overall aesthetic, smooth performance, and successful blend of genres contributed to a positive and relaxing experience, especially when achieving in-game goals and managing school aspects effectively. The demo's quality and the developer's approach also garnered appreciation.
- Frustration (weight 0.18): Frustration stemmed from various technical and design flaws, including mouse issues, a lack of an undo button, and unclear UI/tutorial elements. Illogical game mechanics, such as teachers being assigned non-teaching tasks and the requirement to research basic lighting, significantly hindered the gameplay experience. Game-breaking bugs and an abrupt demo ending also contributed to player annoyance.
- Disappointment (weight 0.11): Disappointment was primarily caused by the game being a demo, leading to an abrupt end and limited content. Issues like misleading language support, a lack of customization options, and repetitive music also contributed. Bugs, untranslated elements, and illogical teacher progression systems further diminished player enjoyment.
- Joy (weight 0.09): Players experienced joy from the overall game experience, particularly highlighting the freedom in building mechanics and the charming art style. Specific elements like cute animals and the cat spawning feature added to the positive and cozy feeling of the game.
- Excitement (weight 0.08): Excitement was driven by the anticipation for the full game release, fueled by the promising quality and charm of the demo. Players were eager for future content, new features, and the expansion of the engaging gameplay experience hinted at in the demo.
- Anticipation (weight 0.06): Anticipation was focused on the full game release, especially with desired language support like Japanese. Players expressed a strong desire for more content, polish, customization, and story elements, hoping for improvements and added features in the final version.
- Enjoyment (weight 0.04): Players found the game generally fun and addictive, appreciating the overall gameplay, graphics, sound, and story elements. The demo itself provided a positive and engaging experience, with specific features like the pet cat adding to the enjoyment.
- Confusion (weight 0.04): Confusion arose from unclear game mechanics, an overwhelming introduction to systems, and a lack of clear guidance in the tutorial. Players were particularly confused by the purchase status, limits on advanced studies, and the illogical role separation between teachers and other school staff.
- Hope (weight 0.02): Hope was centered on the game's potential for improvement and the desire for a reasonable price for the full version. Players expressed optimism that the developers would address current issues and enhance the game's features.
- Amusement (weight 0.02): Amusement stemmed from humorous in-game moments, such as the illogical assignment of teacher roles and the unexpected cat spawning feature. The chaotic and realistic outcomes of the school simulation also provided entertainment.
- Surprise (weight 0.01): Players were surprised by the unexpected lack of language support and the game's ability to run smoothly on lower-spec PCs than recommended. The sudden second test and immediate release also caused surprise.
- Annoyance (weight 0.01): Annoyance was caused by specific in-game events like students failing and persistent notifications, which disrupted the gameplay flow and player experience.
- Impatience (weight 0.01): Impatience was solely driven by the strong desire for the full game release, indicating players were eager to experience the complete version of the game.
- Desire (weight 0.01): Players expressed a desire for specific new game features and general quality-of-life improvements, indicating areas where they felt the game could be enhanced.
- Concern (weight 0.01): Concern was raised regarding specific game issues and high GPU usage, suggesting potential technical problems or optimization needs that worried players.
- Anger (weight 0.01): Anger was directed at specific game design choices and dialogue, as well as a perceived unfairness and lack of understanding in other negative reviews, indicating strong disagreement with certain aspects or criticisms.
- Addiction (weight 0.01): Players reported feeling addicted due to the game's engaging and compelling gameplay loop, indicating a strong desire to continue playing.
- Sadness (weight 0): Sadness was expressed when the game was no longer available, indicating a disappointment at not being able to access or play it.
- Enthusiasm (weight 0): Enthusiasm was generated by the anticipation of full game features, highlighting excitement for the complete experience the game would offer.
- Stress (weight 0): Stress arose from the pressure of striving for perfection within the game, suggesting that certain mechanics or goals created a demanding environment for players.}