I updated our request for Beta testers, and would really like for people to give me a buzz. Also, Alpha test date has been moved to 2 Jan for hangover reasons
The next few posts, I want to go into detail on some of the features posted earlier and go over some design decisions we have made along the way.
First, monetization. We don't expect any major bucks from this game, but we feel it does deserve the chance to shine. We really hope to generate enough to help Sandy get a construct license. We decided on a very easygoing free to play model, that will allow players to access everything the game has to offer while not paying a cent. Players that really like the game and want to progress faster can buy coins, the only currency used in the game.
Coins are earned by selling monsters, and get multipliers for specific things like similar colors of features. Basically "pure bred" are worth way more than random colored and textured monsters.
Certain high level items and end game genes or eggs will cost a lot of coin, but skilled and dedicated players should have no problem making enough to keep them entertained with new gene varieties without shelling out for coins. We really want this to be a fair free to play game by not extorting players to continue playing like most other f2p models. We take inspiration from Hill Climb Racing, a very successfully monetized game, that I myself am a big fan of.
In addition, we want to make coin purchases very affordable in the sense that a player who pays what would have been enough for a full market price game would indeed get enough coin to validate that purchase, and not keep milking players.
Thanks for reading what turned out to be a rant on monetization. And I realize I am taking a very idealized view, but as a first commercial publish I don't think there is anything wrong with that.