This video is a supercut showcasing MoistCr1tikal's gameplay of Schedule 1, a drug-dealing simulator game. The video's purpose is to entertain viewers by showing a compilation of humorous and interesting moments from his playthrough, highlighting the game's mechanics and his interactions with various characters.
Based on my review of MoistCr1tikal's Schedule 1 gameplay, several areas feel clunky, inefficient, or frustrating:
1. Inventory Management and Sales: The constant juggling of multiple items, especially during busy periods, and the lack of efficient ways to organize and access inventory items is a major pain point. The player frequently has to manually select and move individual items, which disrupts the flow of gameplay.
2. Customer Interactions: The way customers approach, their dialogue, and the buying/selling process occasionally feel repetitive and time-consuming. The player spends a lot of time waiting for customers to arrive and interact.
3. Police Evasion: While the evasion mechanics are a core part of the game, the frequent need to manually run and hide, especially from larger numbers of police, can feel stressful and repetitive.
4. Mini-Games: The mini-games, like the speed-growing and pickpocketing, while designed to be quick, can still be quite fiddly and require precise timing. There's potential for a better balance between challenge and ease of use.
5. UI/UX Improvements: Several UI elements could be improved for clarity and ease of use. The money display and other important metrics aren't always clearly visible.
6. Recipe Management: Keeping track of and managing recipes, especially complex ones with multiple ingredients, seems challenging based on the video.
Pain Points and Solutions:
These QoL mod ideas aim to enhance the player's experience by making the game smoother and more enjoyable without significantly altering the core gameplay mechanics or balance. They focus on improving efficiency and reducing frustration in areas where the vanilla game seems less intuitive or user-friendly.
Okay, given that many of the basic quality-of-life mods have likely already been created for Schedule 1, here are some more advanced and nuanced mod ideas that go beyond the basics:
1. Advanced Automation:
2. Improved Customer Management:
3. Enhanced Police AI and Interactions:
4. Visual and Audio Enhancements (QoL Focus):
5. Advanced Recipe Management:
6. Time Management and Progression:
These more advanced mod ideas aim to enhance various aspects of the Schedule 1 experience, providing more depth, customization, and strategic options for players without changing the core gameplay. They focus on making the game more engaging, efficient, and replayable in the long term. Remember that the feasibility of these mods depends on the game's code structure and MelonLoader's capabilities.
You're right, focusing on small, achievable QoL mods is key. Since the game already includes a settime command, let's avoid larger time-manipulation mods. Here are some smaller, more refined QoL mod ideas, keeping in mind the existing features:
1. Refined Inventory Management:
2. Enhanced Customer Interactions:
3. Minor UI/UX Improvements:
4. Mini-Game Refinements:
5. Visual Clarity Improvements:
These mods are designed to be small, self-contained, and relatively easy to implement with MelonLoader. They address specific frustrations from the gameplay without significantly altering game balance or introducing major new mechanics. They improve the flow and ease of use, offering a polished experience.