Implement the core decision tension. Progress should not be automatically safe.
The player must choose between security and greed. Banking makes progress safe but resets your momentum. Staying in danger keeps you earning but risks losing everything. This decision IS the game. Without this tension, you just have a simulation. With it, you have a game.
Banking System:
- In Camp zone only, press "B" to bank XP
- Moves
unbankedXPtobankedXP - Resets
riskLevelto 1 - Outside Camp, cannot bank
- Risk increases over time in danger zone
Debt Engine:
- If karma is negative, apply interest each cycle:
gameState.debt += 1 - If debt exceeds -50, reset all progress (bankruptcy)
- Decision: take a loan (increase debt for bigger builds) or wait for smaller, safer jobs
Zone-restricted banking (Ami):
Risk escalation over time:
Debt interest system (Ida):
There is real tension — stay longer for more reward, or secure progress? The decision feels meaningful.
No multiple currencies. No inventory. No complex financial systems. One resource, one tension.
Allowing banking outside the safe zone — banking must be restricted to Camp only. Check the zone before allowing it.
Risk escalation too fast or too slow — test different values. 0.01 per frame is a starting point, not a final answer.
Debt interest not accumulating properly — make sure interest applies every cycle, not just once.
Forgetting to reset risk on bank — banking must reset riskLevel back to 1.
This is the emotional peak of the systems design. Watch their faces when they lose unbanked XP or go bankrupt. That emotion is the game working. The tension between safety and greed is what turns a system into a game. Ask: "Where is the moment of stress?"