I’ve been vigorously play testing an upcoming title, it is currently in it’s beta stage, and one of the biggest challenges I am facing is game economy. Right now I’m trying to find that sweet spot between giving the player too much currency (in this game: Mana) and not enough. The game takes a little too long for a player to gain enough Mana and make a significant amount of in-game purchases. The end goal is to make each player feel like they get a lot done in a turn, and not that they are infinitely waiting on Mana to generate.

Colton Balske

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