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(+1)

Ayy another merge game, and yours actually has strategy in it lol

This game was pretty fun to play through, I liked trying to strategize what to merge in time so that enemies/druggies didn't affect me. I was a bit confused by the effects of some of the upgrades like "Pushy Selling" or "Lawyer Up" as I wasn't sure what changed as I purchased their upgrade. I'm also not sure if this was intended/correlated but I put the sliders for demand all the way down and throughout the game I was not really getting affected by the druggies as they would just make my material supply go negative. In any case it at least allowed me to merge moar until I got to the win screen so there was at least that lol. Either way I had fun, Great Job!

(+1)

Thanks for playing to the win screen.

"Pushy selling" is an easy one, I'd be delighted to explain. When you supply a level 2 drug to a level 1 user, there is a 5% chance you will paid for it at level 2 prices. The loss is bad debt or your pusher snorting the profits. I thought about calling it "Debt enforcement", but not all the users are penniless and just require a "pusher". Instead of 5% chance of conversion per level the upgrade gives you another, 5%, IIRC, each level of over supply. I should flesh this out more, if/when I cater better to mobile users who are unable to hover for tool-tips.

"Lawyer up", now you've got me. The best upgrade is "Intensify" as it has the opposite effect, giving you a turn longer to deals with problems on the road. An extra column of resources to tap. It's awesome.

I wrote a bunch of power up names, for the micro-management theme, knowing I had stats I could tweak, then I spent not very long plumbing them all in before giving it yet more playtesting, and like all art, it is never finished.

What I found in playtesting, is drug deals got rarer late-game. So "pushy seller" lost all value which it has in the early game. I had to inject "profitability" powerups in later turns so dealing is still an option as survival and protecting your assets becomes the preoccupation. I thought that was a pretty accurate simulation of a lot of aspects.

I did wonder if I made it too easy in the end, but I had to concentrate to beat it, and thought it was pretty fun.

Supply and demand definitely lose effect as the probabilities of other game pieces quickly swamps their effects. Early on, you only have cannabis, so I should probably remove the other sliders. Roadmen in the house destroy a bunch of stuff, including supply and demand, so I just left them turned right up and told myself I'd shift it. Definitely need to look at why dealing features less later on. I intended diversity to make it harder, but I should probably make "Expand" base kit, to open up the road, as that definitely makes it harder, and shouldn't be a perk.