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Don Burn

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A member registered 42 days ago · View creator page →

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Building a Criminal Empire in La Cosa Nostra

In La Cosa Nostra, you don't simply build a criminal empire.

You build an organisation full of people who want things.

Money. Power. Respect. Security.

And sometimes, your job is to convince them not to betray you.

Start with a family, a single district, and a handful of crew. From there, expand your influence through rackets, fronts, smuggling, drugs, gambling, counterfeiting, car theft, chop shops, and whatever else keeps the money flowing.

But every dollar you make creates new problems.

More rackets mean more heat.

More territory means more people to manage.

More crew means a larger payroll.

More power means more rivals paying attention.

And the police are always waiting for you to make a mistake.

The City Is a Living Criminal Ecosystem

Rival families are not passive obstacles waiting for the player to attack them.

They build their own organisations, manage their own finances, recruit crew, expand their territory, develop their own business interests, manage heat, bribe police officers, and react to the changing balance of power.

An ambitious family might aggressively expand.

A cautious one might focus on keeping the police paid off.

A content family may simply want to be left alone.

Until you give them a reason not to be.

Your Crew Are People, Not Numbers

Every member of your organisation has their own stats, personality, salary expectations, and loyalty.

Pay them fairly and they become more loyal.

Underpay them and resentment grows.

Push them too far and they may walk away, inform, or even take their crew and territory with them.

Promote the right people and they can become Capos or Underbosses, managing their own districts and crews.

Give the wrong person too much power and you may eventually create your own greatest rival.

Violence Has Consequences

When diplomacy fails, you can attack rival rackets, assassinate enemy personnel, firebomb operations, break people out of prison, and fight your way through whatever stands between you and your objective.

But violence is never just a button press.

Your people can be wounded or killed.

Charges can accumulate.

Characters can become Wanted.

The police can raid your businesses.

And every murder can create a grudge that lasts far longer than the gunfight itself.

Build Your Empire. Then Try to Keep It.

Manage your rackets.

Control your heat.

Buy off the police.

Move weapons and vehicles between districts.

Produce and transport drugs.

Buy and sell on the Black Market.

Plan bank robberies and heists.

Recruit.

Promote.

Negotiate.

Betray.

And occasionally, read the newspaper to discover that your latest mistake has become tomorrow's headline.

In La Cosa Nostra, the goal is not simply to become powerful.

The goal is to build an organisation that can survive the consequences of becoming powerful.

The city is full of opportunity.

The question is how long you can keep what you take.

                                                                    https://don-burn.itch.io/la-cosa-nostra

                                         

https://don-burn.itch.io/la-cosa-nostra

KiRPG

https://don-burn.itch.io/kirpg-a-dragonball-inspired-rpg

Yeah, I definitely think the UI is very important. I’m trying to keep it simple for now so the player isn’t overwhelmed right away. As more elements get added to the game, I’ll keep reorganising and improving it, but for the current testing phase I’m pretty happy with how it looks.

I’ve made a few changes to the combat UI to make it a little cleaner as well.

Scale is a huge part of what I’m aiming for with this game, which is one of the main reasons I chose ASCII. It lets me focus less on visuals and more on the systems behind the game. Maybe one day, if people enjoy it enough, someone might even want to help create a tile set or port it to a dedicated engine. For now, though, it’s all being built as a console app in Visual Studio.

I’m not much of an artist, and UI programming isn’t my favourite thing, but I do understand how important presentation and usability are for players.

The game has only been in development for 14 days, so my main goal right now is to build out systems quickly while also getting feedback from people. I’m especially interested in what feels intuitive, what doesn’t, and what could help make the UI easier to understand as the game grows.

Hi there! noticed you followed me, gave you a follow back. I can only assume you followed due to interest in my only project. Which I appreciate, if you have tried it, especially the latest version 0.7.2 which is currently uploaded on my page, I would like as much feedback as possible, specifically what seems intuitive and what might need "extra work" when I get to really implementing tutorials and information panels.

Thanks for your time and thank you for the follow!
You can also reach me on Discord @ donburn, always available to chat there.

(1 edit)

Welcome to KiRPG - Update 0.6.8 announcement

KiRPG is a dragon ball inspired ascii RPG, it's in early development but would love people to play and test it and give their feedback!
If you check out the game link below you can download the latest version and why not join the Discord too! The link is on the page.

The Discord is great place to get info quick on the latest current updates being applied to unreleased build, communicate with the developer(me) and give ideas you would like to see implemented into the game!
I appreciate anyone who will give this the time of day, at the most having a test run at the moment might only give you about an hour of game time but that's up from 20-30 minutes just 2 days ago :) Updates are frequent at this point!

https://don-burn.itch.io/kirpg-a-dragonball-inspired-rpg