[-] Praise@lemmy.world 1 points 2 days ago

thanks i designed the premuim currency to be used as an alternative to buy a vip package that a player can trade on the market for in game cash so f2p players also have a chance of getting a vip package

[-] Praise@lemmy.world 1 points 2 days ago

havent heard of blood and power before. and for the ingame currency fir now its just through purchase but ill hold event from time to time where players can earn some of it and oremuim currency is actually used to buy a vip package (its actually a deep system but its a good deal)

[-] Praise@lemmy.world 2 points 2 days ago

thanks for the feedback.its removed

[-] Praise@lemmy.world 1 points 2 days ago

I totally get the skepticism It’s definitely real and currently in active development. That screenshot is from the latest build of the dashboard. I’ve been focusing heavily on the UI/UX recently always happy to share more details on how the systems work if you’re curious

[-] Praise@lemmy.world 1 points 2 days ago

I actually haven’t played Liberal Crime Squad yet, but I’ve been looking into it since your comment

[-] Praise@lemmy.world 2 points 2 days ago

I’m sorry you’re feeling frustrated by the state of things! I’m just a solo dev trying to build something I’m passionate about. I’d love to hear what kind of games you do enjoy playing.

[-] Praise@lemmy.world 3 points 2 days ago

Hi Havatra, thank you so much for taking the time to share such detailed feedback. It’s rare to get this kind of high-level design insight, and I really appreciate you taking the effort to write it all out.

I’ve touched on several things especially the balance between casual engagement and anti-cheat measures. I’m currently focused on reworking the ui/ux and balancing gameplay and your point about risk-reward tiers is a fantastic perspective that I’m definitely going to keep in my notes as I continue development as i already have some activities that dont required lot of risk for casula players but the greater the risk the greater the reward but ill still continue workign on it

It’s great to hear from someone who appreciates the PBBG genre. I’d love to keep you in the loop as the game progresses if you’re open to it, I’d be happy to reach out when I have a playable test version ready for more specific feedback. Thanks again for the support!

15
Early UI Peek (lemmy.world)
submitted 3 days ago by Praise@lemmy.world to c/gaming@lemmy.world

Hi everyone, I’ve been a long-time player of text-based crime/mafia browser games, and I’ve officially started development on my own project. I’m aiming to capture that classic "persistent empire-building" feeling—committing crimes, training stats, navigating a player-driven economy, and climbing the ranks—without falling into the trap of making it feel like a "second job" or a stale spreadsheet simulator. Since this genre thrives on community interaction and long-term strategy, I want to build the features that players actually care about, rather than just guessing. I’d love to get your input: The "Mafia" Hook: In your opinion, what is the best way to handle the "Family/Gang" dynamic? Are there systems (like recruitment, territory control, or leadership roles) that you feel are underutilized or currently done poorly in existing titles? Active vs. Idle: How do you prefer the game to balance active effort (manual crimes/attacks) versus passive growth? Do you prefer a "time-based" system where everything is about efficiency, or a more traditional "energy/stamina" model? Progression & Burnout: What is a mechanic that usually makes you quit a browser-based RPG after a few weeks? Is it power creep, a stagnant economy, or perhaps the lack of meaningful endgame goals? Social Friction: What kind of player-to-player interactions (like markets, bounty systems, or coordinated attacks) actually make the world feel alive to you? I’m currently in the early stages, so I have the flexibility to prioritize mechanics that the community is actually hungry for. I'm not looking for marketing hype—just honest feedback from those of you who live and breathe this genre. Thanks in advance for your time and expertise!

Sharing a quick peek at the early dashboard for my Mafia project. It's still early days and definitely a WIP, but I’m looking for some constructive criticism on the UI. What’s working for you here, and what would you change to make the daily grind more intuitive?

40
Early UI Peek (lemmy.world)
submitted 3 days ago by Praise@lemmy.world to c/games@lemmy.world

Hi everyone, I’ve been a long-time player of text-based crime/mafia browser games, and I’ve officially started development on my own project. I’m aiming to capture that classic "persistent empire-building" feeling—committing crimes, training stats, navigating a player-driven economy, and climbing the ranks—without falling into the trap of making it feel like a "second job" or a stale spreadsheet simulator. Since this genre thrives on community interaction and long-term strategy, I want to build the features that players actually care about, rather than just guessing. I’d love to get your input: The "Mafia" Hook: In your opinion, what is the best way to handle the "Family/Gang" dynamic? Are there systems (like recruitment, territory control, or leadership roles) that you feel are underutilized or currently done poorly in existing titles? Active vs. Idle: How do you prefer the game to balance active effort (manual crimes/attacks) versus passive growth? Do you prefer a "time-based" system where everything is about efficiency, or a more traditional "energy/stamina" model? Progression & Burnout: What is a mechanic that usually makes you quit a browser-based RPG after a few weeks? Is it power creep, a stagnant economy, or perhaps the lack of meaningful endgame goals? Social Friction: What kind of player-to-player interactions (like markets, bounty systems, or coordinated attacks) actually make the world feel alive to you? I’m currently in the early stages, so I have the flexibility to prioritize mechanics that the community is actually hungry for. I'm not looking for marketing hype—just honest feedback from those of you who live and breathe this genre. Thanks in advance for your time and expertise!

Sharing a quick peek at the early dashboard for my Mafia project. It's still early days and definitely a WIP, but I’m looking for some constructive criticism on the UI. What’s working for you here, and what would you change to make the daily grind more intuitive?

Praise

joined 3 days ago