Economy mechanics
Hey, everyone! It's Stray Paranormal back with another update. Let's talk the economy mechanics.
The economy in our game revolves around two key components: gigs and the money system. Gigs are side jobs that the MC can pick up and complete for some extra cash. They're rated from 1 to 5 stars and function as short side stories, taking about 5 to 10 minutes of game time. Each gig includes a mini-game and a unique story, with no repeats in a single playthrough.
Here's how it works: You’ll access "GigHub" from your computer at home or the office to choose the gigs you want to tackle. Gigs come with an expiry date—if you don’t complete them in time, they’ll be marked as failed, and you’ll miss out on the money while taking a hit to your rating. As the day progresses, the game will ask if you want to complete a gig, then present you with a list of the ones you’ve accepted. Complete the gig, and you'll earn a rating and payout (assuming you don’t fail). Your personal rating is based on the last 10 gigs you’ve done, and the higher your rating, the better the gigs you’ll be offered.
Supporting the gigs is the money system. You'll earn money from gigs and your weekly salary from your main job. Throughout the game, you’ll need to spend money on various activities. If you run short, you might have to borrow from other characters, which could impact your relationships depending on how close you are with them.
This mechanic is optional, though. You can switch it off, and the game will handle all transactions automatically, you will always have enough money.
That’s all for now! I’d love to hear your thoughts on this. Next time, we’ll dive into the branching system.
Stray Paranormal out.
Get Cascade Falls
Cascade Falls
This is visual novel where your choices will influence the way your story unfolds and where you will end up in the end.
Status | In development |
Author | Stray Paranormal |
Genre | Visual Novel |
Tags | Adult, Photorealistic, Ren'Py, Story Rich |
Languages | English |
More posts
- Branching systemAug 30, 2024
- QTE and Free Roam mechanicsAug 30, 2024
- Progress update #40Aug 29, 2024
- Progress update #24Apr 26, 2024
- Progress update #11Nov 24, 2023
- Progress update #10Nov 18, 2023
- Progress update #9Nov 10, 2023
- Progress update #8Nov 03, 2023
- Progress update #7Oct 31, 2023
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