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shadowsofrevenge

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A member registered Aug 18, 2023 · View creator page →

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In this post, I'll talk about how we're trying to add a new layer of strategy and progression to Shadows of Revenge.

The concept: idle cash generation

Idle cash generation is a gameplay mechanic that rewards players with in-game currency without requiring-ish active engagement. In our game, this mechanism is intricately tied to the businesses under the player's control within conquered neighborhoods. As each "map turn" passes, businesses generate a certain amount of money, simulating the steady income these businesses produce. Each business has a payout every couple of turns that the player has to collect (this is to keep players alert, make them combat more, and make them try to get the best businesses). This not only encourages players to conquer and maintain control over neighborhoods but also offers a sense of pride and accomplishment (sorry, I had to put this somewhere in the post).

Introducing Businesses

A neighborhood sometimes has two associated businesses and when a player conquers that neighborhood, they can take over one of the businesses. It looks something like this: 

 

This is what you see after successfully controlling a business-operating neighborhood. Capitalism at it's best.

There are different kinds of businesses and they all generate a different amount of cash every few turns. Businesses are:

  • Bars
  • Construction
  • Drugs
  • Gambling
  • Protection
  • Restaurants
  • Waste management
  • Women

Integrating it into the gameplay loop

At its core, Shadows of Revenge relies on the fusion of strategy and chance. Idle cash generation becomes another piece of this puzzle. Players must decide how to allocate their resources: Should they invest in businesses that yield higher idle cash or should they take over faster cash generators? Businesses, also, are a key part of the strategy of the map-conquering madness. Having a majority of a given type of business, can give the player an edge over certain neighborhoods. This decision-making process adds depth to the gameplay and elevates the game's strategic component.

I hope you like this feature. We think it's important because you need to be mindful of your global strategy while also trying to milk every dollar you can out of your controlled areas.

Greetings, fellow gamers and deckbuilding enthusiasts! Say hello to "The Heists" - an innovative gameplay mechanic that promises to inject fresh excitement in your experience with SoR!

🃏 The Concept: Mastermind Your Way to Riches 🃏

Imagine stepping into the shoes of a cunning mastermind, plotting meticulously crafted heists in the pursuit of fortune and glory. "The Heists" introduces a captivating four-act structure, each demanding your strategic prowess and sharp decision-making skills.

🚀 The Acts 🚀

Every Heist consist in 4 acts. You need to play your cards through them in the best way possible:

  1. Arrive
  2. Engage
  3. Take Reward
  4. Escape Safely

💰 Strategy Beyond Compare 💰

One of the core strengths of "The Heists" is the strategic depth it adds to the gameplay. Crafting your deck isn't just about stacking the most powerful cards; it's about assembling a toolkit that can tackle specific challenges across each act. Will you prioritize weapons, tooling, or escaping abilities? Your deck-building decisions shape your success, and adapting on the fly is the key to victory.

🏆 Rewards That Truly Matter 🏆

"The Heists" isn't just about completing acts – it's about reaping the rewards of your meticulous planning and execution. Accumulate wealth, unlock new cards and addons, and showcase your progress as a mastermind with each successful heist. The stakes are high, and so are the achievements.

Keep your eyes peeled for more devlogs, reveals, and sneak peeks. We can't wait to see you master the art of heisting!


Greetings, everyone!

In this first communication, our focus primarily lies in cementing our devlog page, rather than flooding you with an abundance of new details.

For those of you who happen to be around, we’ll be showcasing it on Tuesday, August 22th, as we will be presenting a live demo @ devcom in Cologne, Germany.

We are working hard towards this date so you can get a positive feeling about the game and hopefully make you wishlist it 🙂

We will try to keep the pace with the devlog, one post per week, so you all can have updates and possibly give feedback, which is the MOST important and critical thing for us.

Thank you for your time and consideration!