Info about Mad Tower Tycoon:

Official game description:
**BUILD YOUR OWN DREAM SKYSCRAPER**  
In "Mad Tower Tycoon" you can build your own skyscraper with more than 100 floors.  
The classic construction gameplay leaves you all the freedom.  
Rent offices, apartments or shops and build a financially lucrative skyscraper.  
Build restaurants, cinemas, zoos or underground garages to satisfy your visitors.  
There are countless ways to get the coveted "six-star award" for your skyscraper.  
**REALISTIC ELEVATORS**  
The waiting time should be increased? It should be avoided some floors?  
No problem: the elevator system in "Mad Tower Tycoon" allows you different settings.  
Avoid your visitors having to climb too many stairs or wait too long for the elevator.  
**RANDOM EVENTS**  
Not only dissatisfied tenants are causing you trouble.  
A fire in the new office, an earthquake shakes your skyscraper or UFOs kidnap your tenants.  
Different events provide variety and excitement.  
**LEVEL SYSTEM**  
Complete daily missions and have good statistics to gain experience.  
Earn skill points and unlock more than 50 skills.  
**DETAILED STATISTICS**  
You want to see which floors are dirty or where the noise is unbearable?  
How many visitors came in the last 24 hours? Have I made a higher profit in the last 30 days?  
The statistics and filters in "Mad Tower Tycoon" will give you a lot of information about the state of your skyscraper.

Release date: Jan 14, 2020

Categories: City Builder, Management Simulation, Vertical City Building, Tycoon, Sandbox Creation, Building, Real-time Simulation


- Hardware Profile: No data
Feature extractions:
- Community Price:
  - Community fair range: $5.00 - $10.00
  - Reasoning: The positive English reviews accept the base price but emphasize that a discount makes the purchase clearly worthwhile, suggesting the fair base price should be modest rather than premium. The Japanese price anchor is more restrictive: a reviewer only barely recommends the game after buying it on sale for under 1000 yen, roughly $7. Together these comments point to a fair base-game range below the typical $15-$20 indie tier, centered around $5-$10.
- Playtime Metrics:
  - Game completion: 6.0h
  - Story completion: N/A
  - Session length: 10.0h
  - Endgame: 25.0h
  - Reasoning: Game completion is set to 6 hours because one review directly says everything was finished in about 5-6 hours; a separate 12-hour report reaching 5 stars and unlocking all skills/facilities suggests completion can take longer, which lowers confidence. Endgame is set to 25 hours because the same player kept the game running in the background for 25 hours to reach 100 achievements, and another review reports all achievements in 25 hours with about 20 hours almost continuous; another report says under 40 hours to obtain achievements mostly idle, so 25 hours is a lower-end endgame estimate. Session length is set to 10 hours from a direct report of playing for 10 hours in a day. Story completion is null because a review states story elements are almost nonexistent, so no story completion time is supported.
- Time-to-fun:
  - Summary: Mad Tower Tycoon is often described as immediately fun and addictive, with a clear star-based progression and unlockable content. Many players later report repetition or boredom after extended play, especially once the five-star progression is completed.
  - Stance: Fun then drops
  - Anchor: N/A
  - Time to anchor: N/A
  - Friction: Bad tutorial explanation; Tutorial bugs and placement issues; Crude interface; Tedious building process; Slow progression pace; Tedious level and tower star upgrades
  - Unlock drivers: N/A
  - Conditions: Disasters turned on add surprises; Experience with simulations allows skipping the tutorial; Progress through different content supports enjoyment; After obtaining 5 stars, boredom can set in; Simply extending the tower can become boring after a while; Progression is slower than SimTower
- Player Archetypes:
  - Nostalgic Tower-Sim Veteran (buy)
    - Motivation: Relive and modernize the classic tower-management experience from older Sim Tower-style games.
    - Playstyle: Builds vertical towers while comparing mechanics, pacing, and simplicity to nostalgic classics.
    - Experience: veteran
    - Purchase stance: buy
    - Labels: old
    - Reference games: Sim Tower; Tiny Tower; Project Highrise
  - Chill Sandbox Builder (buy)
    - Motivation: Relaxing creative expression through building custom towers without heavy complexity.
    - Playstyle: Open-ended sandbox construction of offices, hotels, malls, and vertical cities at a relaxed pace.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: Mad Tower Tycoon
  - Achievement-Driven Idle Completionist (buy)
    - Motivation: Complete achievements, reach 5 stars and 100 floors, and finish all progression goals.
    - Playstyle: Long-running or background sessions, planning land purchases and unlocks, and reloading to chase bugged milestones.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: N/A
  - Core Vertical Traffic Optimizer (sale)
    - Motivation: Solve high-rise traffic flow and optimize vertical building systems.
    - Playstyle: Plans escalator and stair placement and layouts to prevent congestion and maximize tower efficiency.
    - Experience: veteran
    - Purchase stance: sale
    - Labels: N/A
    - Reference games: The Tower


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:
- Strong SimTower Nostalgia (weight 0.51): Many reviewers compare this game to SimTower, saying it captures the original's magic and feels distinctly familiar. It is described as a modern, 3D evolution of the classic tower simulation formula.
- Fun and Enjoyable (weight 0.39): Feedback repeatedly highlights the game as very fun, enjoyable, and addictive, with time melting away while playing. The overall sentiment is high satisfaction and strong positive engagement.
- Good Overall Quality (weight 0.26): Reviewers describe it as a good or even brilliant game, though some note it has various problems. The general assessment remains positive despite those issues.
- Elevator Strategy and Simulation (weight 0.18): Elevator placement is considered the main strategic element, guiding traffic flow through visitor and resident paths. The simulation is well implemented with realistic, freely programmable behavior.
- Engaging Content and Characters (weight 0.16): The game content is considered interesting and good, and the characters are humorous and cute, making the game approachable. These elements contribute to an engaging experience.
- Great Sandbox Mode (weight 0.15): The sandbox mode is praised for offering plenty of gameplay and being fairly complete even as the only mode available. Players find it satisfying despite the lack of other options.
- Accessible Difficulty Curve (weight 0.1): The game offers easy entry for new players, with medium-term challenge scaling depending on the chosen difficulty. It avoids being overly difficult while still providing engagement.
- Fair Price and Value (weight 0.1): Reviewers consistently view the price as fair and the game as worth the cost. This suggests good perceived value for money.
- Pleasing Visual Style (weight 0.1): Graphics are described as good and cute, contributing to an approachable and visually appealing experience. The art direction supports the overall positive impression.
- Good Music and Sound (weight 0.1): The music is highlighted as great, with good sound design overall. Audio quality adds to the enjoyment of the game.
- Refined Chinese Localization (weight 0.09): The Chinese localization and interface are refined, with good language support. This makes the game more accessible to Chinese-speaking players.

Common complaints:
- Elevator system severely flawed (weight 0.73): The elevator system cannot handle high-rise traffic, causing long waits and stress. Multiple limitations like one car per shaft and inability to restrict stops make it difficult to manage congestion.
- Lack of depth and content (weight 0.51): The game is shallow, with limited room types, few economic aspects, and repetitive gameplay. It lacks the depth of a proper management simulation.
- Poor AI and pathfinding (weight 0.47): AI behavior is illogical: people take stairs instead of elevators, workers walk up many floors, and hotel staff fail to clean rooms efficiently. This makes traffic management pointless and gameplay frustrating.
- Progression too slow and grindy (weight 0.43): Leveling and unlocking buildings is tedious, with long waits and excessive grinding. The star system and level gates further slow progression.
- Graphics and sound lacking (weight 0.42): Visuals are dull and repetitive, with blurry textures and ugly models. Sound design is poor, with repetitive music and annoying sound effects.
- UI and UX issues (weight 0.41): The interface is crude and lacks basic conveniences like deselecting buildings, batch operations, and clear information. Tooltips and larger icons are needed.
- Difficulty and balance issues (weight 0.39): The game is too easy on normal difficulty and unbalanced on extreme, with exploits making difficulty meaningless. Late-game becomes boring with no challenge.
- Inferior to genre competitors (weight 0.38): The game is not as good as other tower simulation games like Project Highrise or Sim Tower, lacking depth, features, and polish.
- Critical bugs hinder progression (weight 0.35): Numerous bugs, including placement issues, achievements not unlocking, and crashes, significantly impede game progression and enjoyment.
- Building renovation frustrations (weight 0.34): Renovating or demolishing rooms and elevators is painful, requiring complete teardown and rebuild, which is costly and tedious.
- Repetitive and boring events (weight 0.3): Random events like UFOs and zombies are annoying, repetitive, and lack player involvement, reducing enjoyment.
- Service range and placement issues (weight 0.28): Many facilities have service ranges that force frequent placement and restrict layouts, making building design cumbersome.
- Performance and optimization (weight 0.28): The game suffers from performance issues, including low FPS, high CPU/GPU usage, and lag, particularly with large builds or older hardware.
- Long waiting times and boredom (weight 0.26): High waiting times and lack of engaging activities make the game dull, with players often having nothing to do while waiting for income or progression.
- Still incomplete early access (weight 0.25): The game remains in early access and feels incomplete, though some hope remains for future updates.
- Tutorial broken and unhelpful (weight 0.25): The tutorial is poorly executed, failing to explain game mechanics and often bugging out, preventing players from learning the game.
- No loans or debt recovery (weight 0.18): There is no concept of loans, making it impossible to borrow money or recover from debt, limiting economic strategy.
- Pricing and value complaints (weight 0.18): The game is considered overpriced for its quality, with regional pricing inconsistencies and critical bugs reducing its value.
- Game abandoned after early access (weight 0.11): No updates or fixes after leaving early access, leaving the game in a mediocre state with unresolved issues.
- Stairs cannot be flipped (weight 0.09): Players cannot flip stair direction, limiting building design flexibility.

Gameplay feedback:
- Tower building simulation core (weight 0.86): The game is primarily a city/tower building simulation where players develop and manage a skyscraper, similar to Sim Tower. This is the most frequently mentioned aspect across many clusters.
- Level and XP progression (weight 0.37): The game includes a leveling system with XP and money, where players unlock buildings and face level restrictions. This progression mechanic is highlighted in Clusters 3, 8, and 10.
- Traffic and elevator management (weight 0.35): Managing traffic with stairs and elevators is a major gameplay component, requiring players to optimize vertical transport and visitor/resident paths. This is a recurring theme in multiple clusters.
- Multiple difficulty levels available (weight 0.21): The game offers several difficulty settings, including Easy, Normal, Hard, Very Hard, and Extreme, allowing players to adjust the challenge. Some find normal difficulty to be easy.
- Building variety and placement (weight 0.18): Players can construct various building types including offices, restaurants, apartments, shops, hotel rooms, and services. Placement of these buildings is an important aspect.
- Random events like zombies UFOs (weight 0.14): Random events such as zombie outbreaks and UFO sightings occur, adding unexpected challenges. This is a distinctive feature noted in Cluster 9.
- Sandbox mode only (weight 0.14): Sandbox mode is the only mode available, which may limit gameplay variety for some players. This is noted in Cluster 7.
- Tenant and visitor satisfaction (weight 0.11): Core gameplay involves building to attract tenants and visitors, earning money, and keeping people happy by managing their needs. This loop is central to the experience.
- Pollution and noise mechanics (weight 0.1): The game includes pollution and noise ranges that are visible, adding a layer of management. This is highlighted in Cluster 21.
- 3D viewpoint with camera movement (weight 0.09): The game features a 3D perspective with some camera movement, enhancing the visual experience. This is mentioned in Cluster 22.
- Tutorial available but optional (weight 0.09): A tutorial is provided, but players can choose to play without it. This is noted in Cluster 20.

Performance notes:
- High GPU usage from title screen (weight 0.11): GPU usage exceeds 50% even from the title screen, and CPU/GPU fans go full speed due to high processing power usage. This indicates poor optimization even before gameplay.
- Options to reduce processing load requested (weight 0.11): Players want options to reduce processing load, such as displaying a power meter or lowering settings. This would help manage performance on various hardware.
- General lag and slow engine (weight 0.11): The game engine is described as slow and a little laggy at times. This suggests underlying inefficiencies in the game's performance.
- Performance degrades after 25 floors (weight 0.07): After building around 25 floors, the game slows down and FPS drops to 3-10. This significant performance degradation is a major issue for players reaching higher floor counts.
- Max speed causes slowdowns with 100 floors (weight 0.07): Performance drops when processing at max speed with 100 floors, especially during anniversary system displays. The combination of high speed and many floors overwhelms the system.
- Crashes when Alt+Tab (weight 0.06): The game sometimes crashes when using Alt+Tab. This is a stability issue that can disrupt gameplay.
- Performance poor on older PCs (weight 0.06): On PCs older than 5 years, performance is not great. This suggests the game may not scale well with older hardware.
- Too much happening over time (weight 0.06): There is too much happening at once to calculate over time, leading to performance bottlenecks. This likely contributes to slowdowns in complex scenarios.
- PC requirements criticized as weak (weight 0.06): PC requirements are described as weak like Superman with Kryptonite, implying they are insufficient or misleading. This highlights frustration with optimization.
- Runs smoothly on older overclocked CPU (weight 0.05): The game runs smoothly and stably even on an older CPU overclocked to 4.5GHz. This shows that with sufficient CPU power, performance can be good.
- Optimal GPU usage below 30% on GTX1080Ti (weight 0.05): On a GTX1080Ti, below 30% usage is considered optimal for low power consumption. This suggests the game can be efficient on high-end cards.
- Starting FPS was 60 (weight 0.05): Initially, the game started with 60 FPS, indicating decent performance at the beginning. However, this may degrade as the game progresses.

Recommendations:
- Appeals to SimTower fans (weight 0.36): Many reviewers recommend the game specifically to players who enjoyed SimTower, describing it as a great fit for fans of classic tower-building simulations. It is seen as a solid replacement or nostalgic experience for that style of game.
- Playable but not exceptional (weight 0.35): Many reviewers give a general recommendation but note the game is just decent or okay, not outstanding. It is often described as recommended for specific niches rather than a must-buy for all.
- Wait for a sale or low price (weight 0.29): A recurring sentiment is that the game is only worth buying at a steep discount or a very low price. Multiple reviewers mention specific low price points like under 500 yen or around $5.
- Project Highrise is recommended instead (weight 0.26): Several reviewers suggest playing Project Highrise instead of this game, calling it a more in-depth or superior alternative. Some say to buy Project Highrise first or wait for a sale on this title.
- Good for beginners or casual players (weight 0.24): The game is recommended for those new to building management games or looking for a simple, uncomplicated experience. It is also suggested for players who want a fun little addictive tower game.
- Early access is underdeveloped (weight 0.22): Some players feel the game is not ready for full release and recommend waiting until it is further developed. The early access version is described as barely recommended or not recommended in its current state.
- Not recommended for everyone (weight 0.15): Several reviewers explicitly do not recommend the game, with some calling for a refund or uninstall. Others say it is only okay or a very small recommendation.
- Recommended for tycoon and management fans (weight 0.13): Fans of tycoon or management games are encouraged to support this title, as it provides many hours of fun even in early access. It is also recommended for simulation game fans across generations.
- Offers unique features beyond Project Highrise (weight 0.1): Despite similarities to Project Highrise, some reviewers find enough original features to justify buying both games. It is also seen as a great replacement for other tower games.
- Performance and pacing issues (weight 0.1): Some players report performance problems that led them to consider a refund. Others mention the game is slow and may need to be left running overnight to progress.
- Turn on realistic mode to avoid events (weight 0.05): One reviewer advises enabling realistic mode at the start of a new game to avoid UFO and zombie events. This suggests the default settings may include disruptive random occurrences.
- Not a new SimTower (weight 0.05): One reviewer explicitly states they would not call this a new SimTower, indicating it does not fully match the classic's quality or style. This contrasts with the many comparisons to SimTower in other feedback.
- Consider other Tower versions (weight 0.05): A reviewer suggests buying the PS or SS version of The Tower instead. This implies that alternative versions may offer a better experience.
- Buy to support the developer (weight 0.05): Some reviewers suggest purchasing the game specifically to support the developer, even if the game itself may not be fully recommendable. This is a niche reason for buying.
- Good for imagination-driven players (weight 0.05): One reviewer recommends the game for players who are good at supplementing with their own imagination. This suggests the game may lack depth but can be enjoyable for creative players.
- Watch people flow and observe (weight 0.05): A reviewer recommends the game for those who enjoy human observation and watching people flow. This indicates the game may appeal to players who like passive observation.
- Monitor statistics for progress (weight 0.05): One reviewer notes that players should control statistics to ensure progress is correct. This implies that the game may have issues with tracking or displaying progress accurately.
- SimCity DOS emulator suggested (weight 0.04): A reviewer recommends getting a DOS emulator of the first SimCity for a higher level of engagement. This suggests that this game may not provide the same depth as classic simulation titles.

Other player notes:
- Comparison to SimTower (weight 0.97): Many reviewers compare the game to SimTower, describing it as a 3D version, a clone, or a modern take. Some feel it captures the basic aesthetics, while others say it doesn't emulate the original's flair.
- Comparison to Project Highrise (weight 0.6): Numerous comparisons to Project Highrise describe this game as simpler, easier, and more relaxing. Some find Project Highrise better due to deeper gameplay, while others appreciate the simplicity.
- Early Access Status (weight 0.38): The game is in early access, with some reviewers noting it left early access and stopped updates. Others mention it is still in development and not fully developed.
- Comparison to The Tower (weight 0.32): Reviewers compare the game to The Tower and its sequels, noting it as an homage or remake. Some mention it is not a successor to The Tower 2.
- Gameplay Mechanics and Features (weight 0.32): The game includes building types like offices, hotels, and malls. It has a realistic mode and construction limits, but progression is slower than SimTower.
- Localization and Language Support (weight 0.28): The game offers multiple language options, including Chinese, Japanese, and Turkish. The localization is refined, though some issues remain.
- Comparison to Mad Games Tycoon (weight 0.27): Some reviewers compare it unfavorably to Mad Games Tycoon 2, finding it worse and less replayable. The developer is the same, and there are hopes for a sequel.
- Price and Value (weight 0.26): A few reviewers mention the price is fair and worth it. The game offers a finite experience with limited replayability.
- Developer Interaction and Updates (weight 0.17): The developer is active in discussions and listens to players. There are hopes for future updates and improvements.
- Graphics and Sound Quality (weight 0.09): The music and sounds are of good quality. Graphics settings options could be better described.

Emotions:
- Disappointment (weight 0.28): Players are disappointed because the game fails to live up to SimTower, with shallow and repetitive gameplay that lacks depth in economic and logistics aspects. Many also cite incomplete content, poor AI pathfinding, and late-game balance issues that make it boring and unfinished.
- Frustration (weight 0.23): Frustration stems from slow progression, critical bugs that hinder gameplay, and an inability to upgrade elevators without demolition. Additionally, poor elevator and traffic management, a useless advisor, and severe lag after building many units contribute to the frustration.
- Enjoyment (weight 0.17): Players enjoy the game for its fun building mechanics, addictive gameplay, and similarity to SimTower. The cute graphics, catchy soundtrack, and satisfying progression provide a chill and entertaining experience.
- Satisfaction (weight 0.17): Satisfaction comes from the game serving as a good replacement for other tower games, offering good value for the price and enjoyable core gameplay. Players appreciate the realistic elevator behavior, creative freedom, and the fulfillment of a long-awaited sequel.
- Boredom (weight 0.08): Boredom arises from repetitive gameplay, lack of content after a certain point, and long waiting times with meaningless quests. The game becomes old quickly due to monotonous loops and insufficient difficulty.
- Annoyance (weight 0.06): Annoyance is caused by progression locks that slow building, excessive character complaining, and UI limitations. Unexpected events like UFO and zombie attacks, high waiting times, and elevator restrictions also contribute.
- Nostalgia (weight 0.04): Nostalgia is evoked because the game is a remake or homage to classic tower games like SimTower, reminding players of childhood experiences. It brings back memories of playing similar games years ago.
- Relaxation (weight 0.03): Relaxation is derived from the casual, undemanding gameplay where players can build freely without constant attention. The minimalist sound and lack of pressure to meet needs contribute to a relaxing experience.
- Mild annoyance (weight 0.03): Mild annoyance is caused by occasional lag, crashes when Alt+Tab, and expensive toilets. These minor issues detract slightly from the overall experience.
- Dissatisfaction (weight 0.03): Dissatisfaction is expressed when players do not like the game overall, finding it not fun at all. Unrealistic maintenance, sound issues, and difficulty keeping people happy without wasting space also lead to dissatisfaction.
- Hope (weight 0.03): Hope is evident as players wish the developer luck and have high expectations for future development and improvements. They believe the game can get better over time.
- Relaxed (weight 0.02): Players feel relaxed due to the slower paced gameplay that helps them unwind. The relaxing clicker-style mechanics with no bad outcomes also contribute to this feeling.
- Appreciation (weight 0.02): Appreciation is shown for the creator capturing the basic aesthetics of the original game. Background scenes with sea and river variations make waiting less boring, adding to the appreciation.
- Mild enjoyment (weight 0.02): Mild enjoyment is experienced as players are kept engaged for over an hour and can build relaxed for a few hours. The game provides a decent, if not deep, entertainment.
- Mild dissatisfaction (weight 0.02): Mild dissatisfaction arises from waiting for rents to generate turnover without enough options to do, and a skill tree that feels shallow and simplistic. These elements leave players wanting more.
- Interest (weight 0.02): Interest is sparked by new stimulation from placement based on traffic volume and the game being interesting for passing time. It offers a novel twist that engages players.
- Stress (weight 0.02): Stress is caused by elevator wait times during commute hours and AI crowding elevators, making building traffic stressful. Managing these elements can be overwhelming.
- Mild disappointment (weight 0.02): Mild disappointment stems from the lack of an end scenario and the game not being a masterpiece. Balancing issues and rough controls requiring noise barriers also contribute to this feeling.
- Mild frustration (weight 0.02): Mild frustration is caused by minor issues like clicking stairs when decorations are placed behind them, translation issues, lack of tooltips, and inability to repair rooms until 0. These small annoyances add up.
- Addiction (weight 0.02): Addiction is driven by surprisingly addictive gameplay and a super fun gameplay loop that keeps players engaged. The game is very fun and addictive, making time fly.}