Advice for rates of earning and purchasing in-game currency

Hi there! I’m currently trying to make a vibe game and I was wanting to make a currency system. Every minute you gain (as of now) 1 dollar. Later on when players have enough cash they can spend it in the gear shop. Here is what I’m wondering:

  • Should I change how much they get per-minute? I was thinking about 5.
  • I want to make it where players can buy cash with robux. How much should I make it for every 10 cash or so?

EDIT:

Currently in the gear shop I only have:

  • Cola:150
  • Katana: 500
  • Segway: 1000

If this is in the wrong category, please tell me. :slight_smile:

It all depends on how much the gear costs, right now 1 cash may as well be 1000 for all we know, could you please put into perspective how much 1 cash is by giving us an estimate of the gear costs?

Sorry about that, currently in the gear shop I only have:

  • Cola:150
  • Katana: 500
  • Segway: 1000

I’ll be adding more soon but that’s about it for now.

Yes, I would absolutely up the amount per minute, probably to about ten cash per minute, If you think about it, unless players are playing your game a lot or coming back a lot, there is now way your average player is playing for more then around ten minutes. I don’t mean to sound rude, it’s just the truth. New games get a low average visit time without motivation.

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I would add other ways for users to get money such as completing obby’s doing quests/challenges etc…
Also add extra money if the player is a premium player.
To do this you would need to put this in your script:

if player.MembershipTypeEnum.MembershipType.Premium then
--give more than normal cash
else
--give regular amount of cash
end
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Yes I completely understand. Thank you. :slight_smile:

That’s a good idea, I’ll maybe try that.