Numeric puzzle game level design issue
Sudoku games have disposable levels. No one replays them. They make money by selling packs of new levels. Alternatively, The game may have a time limit on free play, after which the game ends unless the game is bought.
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
Players don't like when they find out a free game has a pay wall preventing them from beating a level. It feels like the game is cheating if it lets the player attempt a level that can't be beaten without paying money. If that's the case, did the player even beat the level? Or was it their money?
However, if it's possible but difficult to beat a level, some players may be willing to pay to make the level easier.
Sudoku games have disposable levels. No one replays them. They make money by selling packs of new levels. Alternatively, The game may have a time limit on free play, after which the game ends unless the game is bought.
I like the idea of buying more levels for a game like this. Maybe a new pack could introduce a new game mechanic, or highlight an increased difficulty. You might give a few levels from the pack for free so players know what they're getting into if they buy the pack with that mechanic or difficulty.
Radiant Verge is a Turn-Based Tactical RPG where your movement determines which abilities you can use.