I’ve dabbled here and there in the world of micromanagement games, and most of my products and code usually always steer clear from offering the user too many options. So being on board a project such as a micromanagement game/app, there was a lot of things I needed to learn in terms of aesthetics as allowing a human as much customization as possible is difficult. You don’t really want to give them too much freedom as that opens up your game to a plethora of holes and pitfalls that a user can claim would “break” the very basic mechanics.

One of the quickest problems you run into especially with this genre is automation. After a certain point the user is going to get tired of constantly tapping the same level with no further extra accomplishment. So how do you really gauge when to start auto tapping for them? You give them a goal, and when they get to it you reward them for their efforts by taking that responsibility off their hands for them. Seems easy in theory, but then you add the multiple layers of k-level thinking that humans go through when trying to find the most efficient way to achieve something (ironically wanting to make the best use of their time while simultaneously playing a game designed to occupy their time).

Cue the reckless global use of In-App purchases. 

in app purchase

Woah woah woah, hold on, hear me out for a second. We all know how much the average app user *hates* In-App purchases. It gives the casual gamer that feeling when they see a game with a tonne of DLC released. As if you’re paying for an unfinished game than have to buy credits, or cash, or tokens, or gems, or crystals just to revive your fuzzy gumdrop cinnamon stick warrior in the temple of caffeine so that you’re better than the other guy. I get it. Most companies who use In-App purchases are doing it wrong. In my perspective, the only purpose for these in-game currencies should be to speed up things abnormally rather than unlock something that the user could never get naturally.

For example, instead of forcing the player to upgrade their defence tower with in-game credits so that they have a chance at beating a wave of bosses, offer the in-game credits as something they can use if they don’t want to spend the time upgrading every tower to their maximum level just to be able to have a fighting chance. A lot of players refer to it as a paywall, but in reality it’s more plainly just a wall. Even if you pay, you now feel less accomplished for doing anything. Sometimes the concept of paying to be a better player than another is exciting to humans with lots of cash to spend, but if you’re the average player that likes to squeeze every last bit of play through out of something, having to pay just blocks you.

In-App purchases work when they are integrated properly and offer help to the player, not solely on additives. So yeah I guess what i’m trying to say is, it’s hard to make games and stuff.