So I have this golf game “Bloxy Golfing” that’s getting a fair amount of visits. It uses a tournament system, where people can create or join a match on a chosen course, where they have a time limit to finish the game. You can check it here:
I wanted to implement a currency system to the game, because I think that might keep players longer on the game. I would sell club sets, golf balls, clothing, pets and even animations on this shop.
The Issue is that I never created a high effort currency system, balanced and functional, not easy to collect but not taking so long to grind that it gets boring. It would help me if I had some tips or experienced people opinion on the subject.
I was thinking of adding a “prototype” of this currency, which will be reset after a month and will reward players that bought items during that time. No robux based products would be placed at this testing period. During this time, I would be building up a statistics of the player’s game time, score and reward(money) received per course played on a datastore, so I can later use the data to balance the currency on its defenitive version. I would also have some time to fix possible bugs on receipt processing or the purchase system overall.
I would like to know some info like, how much game time is ideal for a player to become able to buy an item, how people processreceipts on robux sales, how impacting the itens should be, and other things that makes a currency system work and not become a frustrating mechanic for the player. I don’t want a pay to win game, so I was thinking of making robux items give the same stats as ones that can be bought from the game currency, but with a more appealing look.
Here’s how the shop is looking for now. It’s not finished yet, but just a concept. I will remove the zelda music when I release the shop. Feel free to criticize the GUI, club sets, and the overall design of the shop: