Image 1 — Which capsule idea is the best?
Image 2 — Which capsule idea is the best?
Image 3 — Which capsule idea is the best?

Which capsule idea is the best?

The first and second are very simple ideas. The last one is my current one. Any ideas, feedback, etc? Also what kind of game do you guys think it is?

u/Shroombot_ — 9 hours ago

Basically, my game is centered around credit cards and debt. You use credit cards to buy items and thats where the problems start. Through playtesting, I figured out that its much more fun and much more scalable to have a number go up then a number go down.

Debt is usually a bad thing so it shouldn't be going up, and if it does, something is wrong. Or so people assume.

Money going up is good, but since when do credit cards give you actual money? That's the current path I've taken but it still dosen't quite make sense.

I'm really out of ideas of how to tackle this problem. How do I keep the game fun by making a number go up instead of down, but still make sure that it makes sense with credit cards?It's really important not only to facilitate understanding, but also for marketing, for game trailers and such. It's hard to get people hyped about something they don't get.

(There's always the option of a story-driven solution where getting debt is good, like "overloading" the bank accounts with debt if high enough. This solution falls short because if the story gets super weird to fix the ideas of the game, then it's still complicated and I go back to square uno.)

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u/Shroombot_ — 2 months ago