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25 Years Online!
25 Years Online!

Harsh braking/accelerating reduces happiness. Comfort Control: Setting the A/C or heat too low/high.

Every passenger has a randomized profile (Commuter, Tourist, Student, Elderly) affecting their behavior. A tourist might stand up early, while a commuter is impatient about delays.

What is the you are trying to solve with this feature (e.g., game feels empty, too easy, lacks management)?

Delays impact ratings based on traveler type. Unique Passenger Scenarios:

If a passenger makes a mess (food/drinks), the player must choose to clean it at a stop or deal with lower ratings.

Satisfaction isn't just "happy/unhappy." It depends on:

Are you more interested in the (how they behave) or the user experience side (how the player interacts with them)?

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