I’m working on a game called Overbooked that is releasing very shortly. Basically there are 3 rounds of the game, (each game is around 15 minutes) and you have to board the plane and get a seat. Kind of like musical chairs. If you loose the first round you get 40 cash, if you loose in the second round you get 60 cash, if you loose in the last round then you get 80 cash. And if you win you get 100 cash. With the cash you can buy character skins, here are the prices of character skins:
I’m gonna be adding lots more skins in the future I’m just wondering if the prices for skins, buying cash, and getting cash from rounds is a reasonable amount.
It would be a good idea to increase the amount of cash you get ingame for the purchases that involve larger amounts of robux in order to incentivise larger purchases. For example, instead of giving exactly 500 cash for 100 robux, give 525, as the players will be more likely to pay for the option that gives them more of the currency proportional to the money they’ve spent.
Robux Prices
I’d recommend doing like some games, not a fixed price, like the 2nd most expensive would be 5% more and most expensive would be 10%. Just my opinion.
Ingame prices
Most seem balanced except losing, but however seems fine.