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The game works great, and it's a good idea, but the game itself is missing something.

Right now, there's no real conflict between the players.  You can easily build your own fiefdom of property, and there's no reason for the other player to enter it.  You might say "well, you can buy the other player's property," but it costs just as much for you to buy it (1rent+1price) as it costs the other player to buy it back, so you don't really get an advantage.

This game needs either 1. an underlying game taking place within the property to incentivize movement, or 2. an element of change that naturally occurs in the point totals, like inflation, deflation, or something like that.

For 1, you could imagine something like being able to take your opponent's piece (if there were more pieces), or being able to earn income if you move to the other side of the board and back, or an ai monster hunting both players.

For 2, the value of the property should probably change, so buying another player's property has meaning.  You might also consider a postive/negative element sucking money out of the system.  For example, if "rent" was 2, and only 1 point went to the other player, the other just disappeared.  Or if "rent" was 1, but the other player actually got 2.   Or you get x points each turn.  Getting x points each turn (like passing go in Monopoly) would mean that, depending on how players invested, the total amount of money would increase but one player would get richer and richer, eventually buying up all the property and cornering the other player.

Actually, I think you could potentially make the game fun just by adding 2 coins to each player each turn.  It would still leave the first player with a massive advantage, but it would prevent either player from turtleing, which is the optimal strategy right now.