Micromanagement Games

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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.

 

Removing Indecision

Incoming ramble post, TL;DR just roll a dice.

To remove indecision you need to fully understand why you’d want to. The purpose of removing indecision from your daily thought process is for the sole fact that you can have a right, and you can have a wrong. Not both, and not neither. The opposite of wrong is right and the opposite of right is clearly wrong. But what is the opposite of indecision? Both choices? Moreover, why is it wrong to be indecisive in ANY situation even if you don’t have all the facts and you could be wrong? In programming the way we make design choices relies on having an intuitive and functional interface. These aren’t personal decisions, they are fact-based. I could drone on about heuristics and reciprocal altruism all day but you get the idea.

Let me give you an example.

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Trust Metric

The way I see it, trust is the absolute basis of any relationship you can possibly achieve with any person / pet / distant animal.

In psychology a trust metric is an actual measurement to scale how much one person trusts another. In terms of relationships, trust almost ALWAYS boils down to being faithful / loyal to the one you “love”. At least in the latest generation that is definitely true, everyone worries about the actual act of cheating rather than the person themselves that would be considering to do it in the first place. An easy example of this that I see all too often is the typical situation where Girl #1 cheats on Guy #1 with Guy #2. Instead of Guy #1 attacking the root issue with Girl #1, Guy #1 involves himself with tackling Guy #2. Some cases even have the flip scenario where Guy #1 cheats on Girl #1 with Girl #2. In this situation, it’s literally circumstantial what Girl #1 does. There’s a 50/50 chance she’d confront Guy #1 AND Girl #2 to deepen herself in the drama. I’ve seen this far too many times, and even been involved with it enough for it to literally be taken a mass survey. Everything else comes after, right?

So what’s the big idea?

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Bitsweep.io – Cryptocurrency Minesweeper

Here is an app i’ve been working on for a while now and just finished it! It’s a Paycoin minesweeper game! Win XPY by tapping the boxes that don’t have bombs in them! I would appreciate it a lot if some of you could test it out, if it gets populated then I can justify expanding it’s feature set.

It has 0% house-edge! meaning I do not impose any advantages from the server. Entropy increases with more people playing by using a rolling UUID code that splices with the pseudo-random server UUID with almost no lag (between rolls)!

To allow for easier betting, a single paycoin = 1000000 bits (one million bits). No minimum deposit, 0.001 (transaction fee) minimum withdrawal. To get 10000 FREE bits (0.01 XPY), simply message me by googling my name.

This app is currently for Android, Windows, Mac OSX and Linux (I’ll be working on an iOS version if wanted).
This game is currently for Paycoin (XPY). Though I have plans to make it run on bitcoin and other crypto if others want it.

Click Here to Play Bitsweep!

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Capacitor

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Here’s a game I just recently started working on for Android and iOS. Everyone already knows the games I create are a little “out there” with pretty abstract concepts. I figured I should at least make ONE addictive puzzle game using my style of design (minimalistic) and substance.

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