·
·
·
·
·
·
·
·
·
·
·
·
·
·
·
·
·
·
·
·
·
·
·
·
·
·
·
·
·
·
·
·
·
·
·
·
·
·
·
·
·
·
·
·
·
·
·
·
·
·
·
·
·
·
·
·
·
·
·
·
·
·
·
·
·
·
·
·
·
·
·
·
·
·
·
·
·
We engaged many ambitious projects to keep the game entertaining to the existing players while making it more friendly and accessible to newcomers.
Namely:
But with enough effort, iteration, and justifying every decision, we managed to keep players on board and attract new ones.
We made changes based on either player feedbacks or data collected from the game.
Analyzing and crossing those data with other variables allowed us to detect possible issues or exploits.
Precise balancing sheets and specs documents are then written based on those observations.
When necessary, we programmed quick-prototypes with UNITY using C# language, GAMEMAKER, or other tools, to test the changes early and make the required changes.
One of the most challenging yet necessary changes we had to make was adding fees to player sales.
The idea was to avoid inflation by better controlling the flow of different currencies. But of course, as a player, it feels very different.
To give this change a more tangible impact, we added an in-game piggy bank filled with all the fees.
Once full, the piggy bank triggers promotional offers on particular items to increase accessibility to those items to all players.
(Haven't we all asked this question at some point?)