Posted March 24, 2024 by Cukia "Sugar" Kimani
#game design #risk reward #real world scenarios #cozy violent game
First up, let's talk about a tricky part of our game - the suspicion meter.
We noticed players were getting a bit lost with how the suspicion meter was supposed to work. Our initial thought was pretty straightforward - the farther away the contract, the less suspicion you'd arouse because, well, you're not causing trouble close to home. Sounds logical, right?
Turns out, it wasn't so clear cut just by eyeballing the contract details. And then, throwing in the math needed to figure out your actual take-home cash after covering the contract's cost? Yeah, it got a bit much. Players found it tough to make heads or tails of all the numbers.
Worst part was that if you ran out of cash you couldn’t take on anymore contracts essentially soft-locking the game without any way to progress.
And hey, we're just getting started. We've got some more scenarios in the pipeline that we can't wait to show you!
We’re keen for your feedback, so drop your comments or suggestions on the itch page.
Sugar & Riker ✌️