4

Using the revised explanation of the mechanics from a comment: You're thinking the player gets 80% of 105% the base value. That wasn't my intention. The player actually gets 80% of the 5% profit above the base value (and of course they get the base value too) We can analyze this a different way (check the edit history if you want to see the previous ...


4

The problem with this ponzi scheme (not calling it a game, because it is a ponzi scheme) is that the payout to the members from "digging treasures" is financed by new members joining the scheme and putting in money. As with every ponzi scheme, this is sustainable as long as there are new members, but becomes unsustainable as soon as no members join ...


3

If we are talking about theme, it isn't much of an issue per se. Let us say, it is a risk. Will come back to that. It is a good idea to prototype. And prototype until it is fun. Without final art. In fact, it is a good idea to do that per mechanic. So you know they are intrinsically engaging, not depending on art (e.g. it works even without music and cool ...


1

This is a very subjective and context-specific question. Reskins have been common since video games first became a medium. Slapping a (sometimes only marginally) different story or theme over the same gameplay is quite common, and even the biggest of AAA studios are very guilty of this sin. Does it affect sales? Apparently, not much! "Tacked on story&...


1

Use random events which are not actually that random. When the player is losing the game, throw them a bone by giving them a "random" event which lets them catch up. When there is nothing left which can stop the player from winning and the game becomes just a matter of playing down the clock, then give them a "random" event which creates ...


1

This is actually very common in MMORPGs. Lots of games use plenty of currencies which are not mutually exchangeable. There is usually only one general purpose currency which can be obtained very easily through various activities. It is usually used for player-player commerce and buying basic items and services from NPCs. When the game is free-to-play, then ...


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