a multiplayer game of parenting and civilization building
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very good update as far as I am concerned.
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Encouraging players to cling to every life desperately = awesome.
Implementing life token system = I think you will find its a null effect (unless you do the unthinkable and take your game from pay-to-own all the way to Farmville timers and pay-to-play-more).
Instead consider: rewarding players with a meaningless metagame stat based on their average life span. For example, The stat is simply the average of all your life spans. Thus 60 would be a "perfect" score, while someone who /die's all the time might have something in the single digits. Show the player their own meaningless stat when they log into the game, on the home screen, before starting a life. This has the best kind of effect, it gets the player valuing what you as the game designer intended/hoped for them to feel/value.
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The one concern I have with this, is that it is fairly normal to die a bunch of times in a row through no fault of your own. Often times you start playing and die a few times to bad parents before you have a good start. I do think the number is high enough that it isn't going to be an issue for most people, though I could see a newbie who plays a lot possibly reaching it.
Personally I never had to retry more than 4 times before I find a decent family to live with. If you run into shitty families ten times in a row it's probably not your day to play OHOL. Perhaps it's time to go outside lol
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Implementing life token system = I think you will find its a null effect
It's not a null effect, it has made a massive difference and improved the quality of the game significantly IMO.
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Here we go again, :sigh.... after the best update since carrot stack we go back to normal, 24 lifes is pretty much infinite. Insta dislike to this, life was actually startitng to feel precious.
- I believe the term "Berrymuncher" is derogatory and therefore I shall use the term "Berrier" instead.
- Jack Ass
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So now you introduce two models:
The regular purchase of the game which lets you bank 18 lives.
The Freemium model where you can only bank one life, but can pay $1 for another life after that. New players would also get to start with the 36 intro lives, to get them hooked of course.
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Lily wrote:The one concern I have with this, is that it is fairly normal to die a bunch of times in a row through no fault of your own. Often times you start playing and die a few times to bad parents before you have a good start. I do think the number is high enough that it isn't going to be an issue for most people, though I could see a newbie who plays a lot possibly reaching it.
Personally I never had to retry more than 4 times before I find a decent family to live with. If you run into shitty families ten times in a row it's probably not your day to play OHOL. Perhaps it's time to go outside lol
Well I was talking about with a newbie who dies fairly often. So you might die a bunch of times entirely because it is your fault and you are new and also get a bunch of bad families that has nothing to do with you. The combo of the two, and then playing for like 3-4 hours in a row.
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So now you introduce two models:
The regular purchase of the game which lets you bank 18 lives.
The Freemium model where you can only bank one life, but can pay $1 for another life after that. New players would also get to start with the 36 intro lives, to get them hooked of course.
Smart idea heh. No really, it's not a bad idea at all to let people just try it out.
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omnem cibum costis
tantum baca, non facies opus
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New player ran out of lives at about 7:45 here: https://www.twitch.tv/videos/510681932 I asked him, and he says he didn't use /die at all.
Edit: He plays a life after that and is shortly out of lives again.
Last edited by Spoonwood (2019-11-20 07:33:15)
Danish Clinch.
Longtime tutorial player.
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Pls stop neco
Baby dance!!
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