Devlog!


For this game my concept started with Cookie Clicker. I wanted to make an idle game all my own, inspired by those that came before it, but with my own spin. I love when economic concepts like market supply and demand are introduced into these types of games, and so I decided to implement this system. I began with a few simple buttons for buying and selling beans, then developed the features outwards from there. Having solid inspirations really helped me to know where to go in order to build the systems that I needed. To extend the buying/selling system that I already had in place I wanted buying more beans to mean a chance of higher wholesale prices, as well as selling beans to become more difficult with increased price (simulating reduced market demand for higher prices in aftermarket). Now that I had a solid base from which to work with, I decided to ad achievable goals for the player to reach when they sold their beans. This started with the addition of being able to increase the demand for higher priced beans upon selling, as well as reducing the time for the wholesale price of beans to depreciate.  The goal of these two systems was to increase the complexity of the demand and supply systems, allowing the player to make more money for each bean that they purchased from wholesale. One of my favorite systems came directly from Cookie Clicker, the Bean Farm, which allows the player to begin making a passive income of beans at a set interval of time. The more bean farms the player purchases, the more beans they will receive every interval. Naturally alongside this I decided to add a system to reduce the interval that bean farms require to produce.  The game as is requires a lot of clicking, especially while selling beans. If I were to further expand it, I would first add an autoseller to the game, that would attempt to sell beans at an interval, which would not take away the random chance of selling beans, but would do away for the need of excess clicking by the player.  I am also interested in gradually adding more systems for the player to unlock as they progress further and further into the game, that begin to explore the story of why you are selling beans in the first place. This includes the eventual destruction of competitors in the bean industry, your father's dream for you to become the biggest bean mogul in the world, and more systems in order to upgrade your bean production. 

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