Tuesday, February 7, 2012

Tattoo City lets you run your own parlor and draw sick skin art

Tattoo City Logo
Facebook game developer Wonderhill has made the dream of every Miami Ink (you mean people didn't just watch that for Kat Von D?) fan a reality. In their new game, Tattoo City, you'll be tasked with running a tattoo parlor. Sure this sounds like every other business management game under the sun, but just wait until you get to draw your own B.A. tats.

Tattoo City's first parlor

With already 2.6 million players, you won't be lonesome in a world of tribal bands and "I Love You, Mom" hearts. Your first mission in Tattoo City is to buy booths and hire tattoo artists.

This is the time management portion of the game, a staple of the business management sub-genre. Each artist is basically a freelance employee who will work for a set amount of minutes or hours and you'll need to have artists stationed at all times to increase your cash reserves and experience.

Your main obstacle to progress is the amount of work chairs you have compared to the size of your business, which in turn is reflective of your experience level and money. Draw more tattoos to gain more experience and more money to expand further.

Special edition and luxury items are available through Rubies, the real-life dollar currency of the game. Buy these from the store in packages and use them to buy things like energy to perform more actions and flashy customizations to your parlor.

Tattoo City's Editing tool

Sounds boring enough, but what sets this game apart is that it allows you to create tattoos when customers drop ink along with the money they leave behind (if customers had ink, why even come?). Use these ink capsules to create your own custom tattoos in the studio.

However, the game currently doesn't have any free drawing tools. All you can do is minor edits to existing templates, which is a bummer. Let's hope this feature is implemented in a future update, because who doesn't want to draw their own tats? Just, please don't make any tribal; it was so 1995.

No comments:

Post a Comment