This may sound bad, but Satoshi assures me the wine is good, and it does sell. After four years, I started in the 60s and got into the 70s. While most are used to seeing ratings in the 80s and 90s, early batches will not be in this range. The wine made does get a rating on the typical 100-point scale. When bottling, you can choose bottle color, bottle type, sealing (such as cork), and label. The logo design gives you options for a picture, background, and colors. In the beginning, you can create a profile, which includes your name and logo. One is the traditional designing ability that social simulation games often have, providing a creative outlet. The game does have some definite strengths. For many, a Japanese wine bar owner in Italy seems odd however, this is an obvious homage to the manga Drops of God. He also helps with connections to other characters, like the journalist Carlo and buyers. Satoshi, the local wine bar owner, helps by tasting and buying the wine.This cantankerous fellow helps during many different stages and provides important info on destemming and crushing fermentation, including duration and pump-over/punch down and pressing. Teo, the friendly vineyard manager, provides useful info on weeding, suckering, crop thinning, pruning, and harvest.Several characters help you along this journey.
The story mode leads the player through the process while providing interesting info about vineyard management, harvest, and winemaking. Luckily, in story mode, characters appear to help teach Emma, and the player, about winemaking. Of course, vineyard upgrades, new equipment, and other useful items cost money, and the only way to really get money is to make and sell wine. It takes regular upgrades to the vineyard size to do more than one action a day, but I found that after two upgrades, I was moving along much better. When ready, the player places each card in the “vineyard.” A player can put out more than one card at a time if there is space. They arrive about at the time they can be played sometimes, though, some show up at less opportune times, like harvest while it’s raining or early winter pruning.
These cards represent the actions needed for grape growing, winemaking, and sales, and they have a certain number of “days” attached for their completion. The player interacts with the game by playing cards. Anna helps Emma make connections and provides tidbits along the way. Emma leaves her old office life behind and gets to Italy to find Anna, her friendly, talkative neighbor. Your character, Emma, has recently come into possession of a vineyard and winery in Italy. The story mode takes you set-by-step through several years of owning and operating a vineyard.
#Hundred days game full
Challenge is something for those who have fully played throughout story mode without the full knowledge of the game, this portion is not playable. Endless is just like story play but with limited tutorial info. Players need to start in story mode to get a hang of the game as well as get the necessary tutorial.
There are three modes of play: story, endless, and challenge. And like many of these games, it has its strengths and its drawback. I am also a fan of open-ended social simulation games-like Animal Crossing-that are relaxed but provide a creative outlet. So, when I got a chance to review Hundred Days, a winemaking game from Broken Arm Games, I jumped at it. I love a good phone game, and I also love wine. We received the product for review and all opinions are our own.