In this week's report, I look at designing short-term goal systems to help guide gameplay.
@ldurrant This is a really interesting alternative to money! I saw your stream about it, but had no idea that this was the function.
I worry it might get annoying to have to unload your jar when you'd rather keep doing something that charges it, but limited inventories have the same issue, and those can still be good. I think as long as you balance the charge amount such that a typical excursion will fill the jar and the inventory with roughly the same speed, it won't get too annoying.
@eishiya Thanks, I'm cautiously optimistic.
It'll definitely be all about balancing, in my head the value of each charge should be low enough that it wouldn't worth obessing over missed charges.
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