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Design Doc Sample

Incremental Simulator: Economy & First-Time Flow

Written by mete0rs

1. Core Loop

The basic loop is simple. Players gather resources, sell them for coins, and use those coins to buy upgrades. The early game moves fast so new players feel like they are making progress right away. Once things start slowing down, the rebirth system kicks in and gives them a reason to reset and go again.

  • Gathering: Players walk up to resource nodes and collect materials. These go into their backpack until it fills up.
  • Selling: When the backpack is full, players walk into the sell area and all their materials turn into coins.
  • Upgrading: Coins get spent on bigger backpacks, better tools that gather faster, and egg hatches for pets.
  • Rebirth: Once players hit a milestone they can reset their coins and backpack in exchange for permanent multiplier tokens that make the next run faster.

2. Upgrade Pricing

Tool upgrades use compound growth, so each upgrade costs a bit more than the last one. This keeps players from maxing everything out too fast, but the curve is gentle enough that it does not feel like a wall.

Tool Price = Base Price * (1.25 ^ Upgrade Level)

Backpack upgrades are different. They use flat scaling so players can easily tell how much space they are getting with each upgrade. No weird math, just a straight increase every time.

Backpack Capacity = Base Capacity + (Upgrade Level * 15)

3. Rebirth Tiers

When players rebirth they lose their coins and their backpack progress, but they get a permanent income multiplier and unlock something new. Each tier costs more but the rewards scale up to match.

Rebirth Cost Multiplier Unlock
Rebirth 1 10,000 Coins 1.5x Zone 2, the Desert Area
Rebirth 2 50,000 Coins 2.2x Auto-Hatch so eggs open on their own
Rebirth 3 250,000 Coins 3.5x Zone 3, the Volcano Area

4. First 60 Seconds

There are no text popups or tutorial boxes. The game just uses arrows in the world to point players where to go next. The whole tutorial takes about a minute and by the end the player has done one full loop of gather, sell, and upgrade.

  • 0:00 to 0:15: Player spawns right in front of the first resource node. An arrow points at it so they know to walk over.
  • 0:15 to 0:30: Player collects a few nodes and their backpack fills up. A small "Full!" indicator pops up above their character.
  • 0:30 to 0:45: Arrow moves to the sell ring. Player walks in, their materials sell, and there is a little sound effect when the coins go up.
  • 0:45 to 1:00: Arrow points to the shop button. Player opens the shop and buys their first tool upgrade. Tutorial done.

5. UI Rules

The screen stays clean. Players should not have to dig through menus to find what they need.

  • HUD: Only four things on screen at all times. Coins, Gems, the inventory bar, and three buttons on the side for Shop, Pets, and Rebirth.
  • Menus: Every menu opens flat with no sub-menus or extra tabs. Click outside the frame to close it.
  • Purchase Feedback: When a player buys something the button flashes green for a split second. Small thing but it confirms the purchase actually went through.