After Green Log and engaging with the minigame the whole time I enjoyed the minigame. The people making rum in the friend's chat are great! There are some issues I see with the minigame preventing people from playing the minigame the intended way.
Trouble Brewing Recommended Changes:
-Increased contribution for non-water bucketers. With a 40 second brew time it is not beneficial to making rum getting any more than 30 grubs or bark. The main Gameplay loop after ~7 minutes is running to the other team's base, getting flowers and bitternuts, tending the boilers, and depositing the rum.
-Some tiles in the lobby does not put you in game. Blue takes 10 mins to join a game in progress but red can be joined after 1 min. Adjusting blue to join at 1 min would be significantly better than making red join time 10 mins to match them. This will allow the group of people actually brewing rum to join the blue team reliably instead of mostly camping red for the decreased time penalty from joining due to a full/imbalanced lobby. The afkers aren't the issue during the game but rather prevent the dedicated 3-10 players who are engaging with the minigame properly from joining at the game start. This could also be fixed but allowing more imbalanced teams.
-Make rum visible for everyone on the team. People who are actively playing the game not being able to see the rum feels bad especially when you lose a rum as someone tending the base while others are out gathering ingredients.
-Significantly increase the Kettle limit of 10. 20-50? Or give an indication as to the level of the kettle. With 3+ players at the kettle and the delay of putting flower in/taking bowls out it can be quite confusing and hectic unless you are in active voice chat with those players.
-Remove sabotage. There is no winning or losing in this minigame. Both teams are hurt by sabotaging bridges. I get how this could be used in a 'competitive' non-TB world match. In the official TB world it is trolling.
Additional rewards:
-Anything added to the rewards should either be 100% cosmetic or beneficial items able to be brought into the minigame but cannot be used outside the minigame.
Small consideration to either buffing 'the stuff' to make it 100% to be mature or an additional item that costs 5-10x
-Adding any gp incentive to this or any minigame that doesn't already have it would be the worst thing possible. Prime examples being Soul Wars that is botted on almost every world and the most recent example Castle Wars. This has been horrible for the communities that love them and does not actually promote gameplay rather afking in the minigame.
Like to have:
-Revert xp drops from all actions awarding Cooking xp. I am speculating the nerfs mostly from the announcement of the new fletching minigame but this is a Cooking minigame as the only requirements other than the quest skilling level is Cooking. Why nerf the Cooking xp from a Cooking minigame? If anything make it scale to level with 40 awarding 3-3.5x Cooking level in xp to be nearly in line with current levels and scaling with level to 99 close to the changes in May of 2024.
-Allow hoppers to slowly put all supplies in like the water bucket hopper and also allow the water bucket hopper to be 1-ticked like all other hoppers. This allows for both less intense and more intense gameplay and is a part of skill expression.