![]() ![]() Some guests cannot see the animals as there are too many guests and both, the animals and guests lose their happiness. If there are too many animals are not happy, the game will limit you from buying too many animals. If their hunger meter reaches to 19, it will say that the animals cannot find any food and they get mad if they do not eat. If some animals reach their happiness meter to 19, they are not happy and you must make them happy. Example, the animal, Cheetah needs Savannah terrain and they need to put in savannah grass, dirt, sand and fresh water. The Giant Anteater does not need rocks, and some other animals do not need toys or shelters. Example, they place an animal in an exhibit and the animal needs the correct terrain, some need rocks, shelters, plants, elevation and toys. Players need to build any fences and some are only for guests. The occasional sidequest comes up that unlocks some new toy to build, but most of the time its something too expensive to even attempt to make, like a boat or an ATV.Players build up a zoo with animals by creating fences. Barely any people are around, and the few NPCs you can have real interactions with still have nothing of much interest. The neighborhoods are embarrassingly shoddy. It's hard to tell if these people are children or they just have glandular problems. This Harvest Moon ripoff style just doesn't work and everyone looks deformed. There are only a few 2D images of people, and there are quite a few 3D models of different looking people, which means the 2D talking head never matched up with the 3D model I was actually talking to. There I was able to converse with the townsfolk and hear the same throwaway comment about the weather. When I got so bored that I was actually considering going into the real outside, I closed up shop and went outside in the game. It's very similar to taking a vacation to work in that respect, since this game feels way too much like a work simulator instead of a game. And if you do take a break from manning the shop you'll find that it's hard to get back into the groove. It feels like the game is meant to be played for a couple minutes a day for all eternity, but once the DS gets turned off it's really hard to build up the motivation to turn it back on. It's so costly to try and expand the selection that it becomes increasingly frustrating when you waste your money building something like stink bombs, only to find out that nobody wants your dumb stink bombs. At the beginning a toy rarely gets built and the only way to improve your chances is to keep throwing money away trying to make them. As new merchandise becomes available, players can attempt to make those too. Each toy has a level and at the beginning of the game you only know how to efficiently make a few kinds of toys. The boy character (I'm sure he has a name, but the game doesn't even attempt to get me to give a crap) busies himself making dolls, train sets and whatever else you task him to do. Up top is where all the magic happens, and by magic I mean the same tedious rubbish over and over. Look at the size difference in those guys' eyes. Each in-game day lasts only five minutes, but manages to feel like a small eternity. Toy Shop is actually incredible in the sense that it manages to be more monotonous than actually working retail all day. ![]() Sure, we can buy seasonal decorations, and put toys that are selling well on prominent display, but the majority of the time all we can do is sit there and watch people shuffle about. For most of the game the customers only have a couple toys to look at anyway, and they'll just grab something and check out. Players can tap on incoming customers to see how much money they have and what toys they like, and theoretically can change the shelving around to entice them, but not really. The sales floor is barely interactive at all. The bottom floor is the storefront where all the sales happen, and the second floor is the workshop where all the toys are made. Much like the misconception of teenagers that get a job at Gamestop, running a store is about getting chumps to buy your stuff, not playing with it yourself. ![]() First off, you won't be playing with toys. Good thing Grandpa is already dead because I want to kill him. So right off the bat the characters have inherited a mess to clean up. Stipulations require the new toy shop owners to raise $50,000 in three years or they lose the shop. The main character's grandpa just died and like all good relatives he left a failing business in his will. ![]()
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