
PARKITECT TIPS AND TRICKS SIMULATOR
Rides such as Spiral Slide, Motion Simulator or Ferris Wheel should have a pretty short queue to prevent a build-up of guests who'll only become more and more grumpy the longer they have to wait.
A low-capacity ride will build up a long queue if you give it room, don't confuse this for popularity.
Related to the above, mind your queue lengths. A long queue for a low-capacity ride (such as Spiral Slide or Ferris Wheel) can absolutely tank your average Hunger and Thirst ratings. Guests' hunger and thirst values will go up even when they are queuing or on rides. Likewise, in hot climates you'll make tons of money from water rides. If you get a scenario when it rains a lot, covered rides will be your best assets (keep in mind that any ride can be covered if you put a roof over it, but it can get expensive for large rides). Keep an eye on your climate, and build your rides accordingly. Coasters attract guests to the park in much larger numbers than flatrides do, but a solid lineup of flats will be essential in giving the guests something to do once inside your park. Guests tend to wander a lot at random, and ride rides/buy stuff in shops they come across, so put the stuff you want to sell as prominently as possible. Put your stalls and ride entrances where there are large numbers of guests, don't expect guests to stumble into them if they're tucked away in back corners. That's what I have so far, let's all share tips cos this game is ace and I'd hate to see people getting turned off because they go in to the red a couple of times and give up! a 1 month social media campaign on your best coaster can push you over the goal for much cheaper than building a new attraction. If you're struggling to reach X number of guests in some of the challenges then don't discount advertising. I usually zone one hauler per food court and have a couple of haulers unzoned for vending machines and break cover. If you develop a new area of your park and place a new food court then every single hauler will rush to fill it and your existing shops will quickly run out of stock. This also stops the annoyance where you delete a vandalised prop and it also deletes the path tile. You don't need to wait for a mechanic to fix it however, you can just drop a replacement prop on the top of it and it will auto delete the broken one. You can use the magnifying tool to highlight "Decoration" and that will show things that vandals have wrecked. Guests will see the long queue and get a mood debuff if they want to go on that ride and they can see a massive queue (untested) Put your long cycle time flat rides (Ferris, boats and low intensity flat rides) close to your food courts. All guest needs tick down (or up) even when they are queuing. Drop a vending machine or even build a new store where hotspots are for these needs! See that dropdown at the bottom that says "People"? Use that! I had a problem where guests were complaining about thirst so I used that and it showed that people were getting super thirsty on the Ferris Wheel. Use the magnifying glass to spot problems! I could do a whole post on this tool but it's amazing. Guests saying "X is really good value" really means "I would have paid considerably more than that". MONEY! All prices start off way too low, these guests hate having money it seems, micro the hell out of everything with a configurable price point and nickle and dime those suckers. Yes that does also include toilets and first aid rooms. Hide your haulers! Seriously, guests hate to see staff hauling, staff paths and utility buildings. I don't know if that really makes a difference, but it does force guests to pass every other ride on the way to what's most popular.From playing this for a few levels I've found there's quite a few bits that people new to the game or genre might no be aware of, it's a very clever game with a lot going on behind the scenes so let's share what we've found. One last thing: put your best ride at the back of the park. Get a couple of haulers but hold off on more staff until your cash flow is established and/or people start to complain and things start to breakdown.
Once you release the pause-this is important- make sure everything is open, especially if you've put anything in test mode. Pause while you set up your initial layout. I always start with small or mid-sized coaster, three or four thrill rides, and some food and drink. Obviously, "I'm not paying that much for x!" is an indication that you've gone too far, however if you're only getting one or two of those, you're sitting right where you want to be. Once you start hearing "x was really worth the money", you're good.
If you're getting the comment "x was a really good deal!", you're not charging enough.
Raise the price of park entry, shops, and rides until they start to get annoyed. Make sure you monitor guest's thoughts on a pretty constant basis.