The Devil's Own Luck - DevRubicate/Devil-Fresh GitHub Wiki
An idle game centered around gambling. The player earns gold though both passive sources and active action from the player. The gold can be spent to exponentially increase how much gold the player earns. The fun part of the game is discovering insane combos and builds with the various stuff and upgrades you acquire.
By spending gold the player increases how much gold he earns per second from passive sources. Each time a passive income source is upgraded, the next upgrade costs more.
How many different sources should there be, and how should they be grouped? Any Gimmick?
At numeric upgrade intervals the passive sources reach a milestone barrier, where upgrading them is much more expensive, but also nets a much bigger reward. So for instance, if you have 99 hotels, buying the 100th hotel might cost x30 times as much, but also boost all hotels in some very visible way. After crossing the milestone barrier the price goes down to the normal formula again. In general, the milestone barriers gives more bang for the buck than normal, but are obviously hard to save up to.
How frequently should the milestone barrier occur, and what reward should it boost with? It should be flashy and motivating.
The player can click to spin a roulette wheel that’s prominently in the center of the screen. When it comes to a stop, the player is given a reward depending on where it stopped.
If the player taps the wheel while it’s still spinning, it regains it’s speed, and a big multiplier sign pops up. Each time you tap, the wheel keeps spinning and the multiplier grows. When you finally stop tapping, the wheel stops and you gain your reward multiplied by the multiplier sign. The multiplier drains back to zero again after that.
The normal wheel is free of charge to spin, it only costs you the time it takes to spin. It’s the replacement for your standard "click" mechanic in an idle. # Gold reward When the wheel stops on this option, the player is given gold. The amount of gold depends on your average passive income, and specifically where on the wheel it stopped.
When the wheel stops on this option, the player is given nothing. However, the reward you "should" have gotten is put in a treasure chest you can win later in one of the more rare gambles, hyping you up as it becomes ever more ludicrously filled with lost treasure.
The rare wheel costs one golden ticket to spin, but it also has much much juicier rewards.
You get a new talent point, as if you had bought it, but without having to spend any gold (price still rises).
The most rare of gambling wheels.
You get a new talent point, as if you had bought it, but without having to spend any gold (price still rises).
The player can spend gold to buy talent points. Each time they do, the cost of the next talent point doubles. Talent points unlocked are permanent, if you reset your progress they are merely unallocated for you. The talent points are spent in the talent tree, themed after the seven deadly sins. Some more advanced talents have basic talents are prerequisites. Talents can be bought multiply times to increase their effect, but each time it costs more talent points.
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The wheel completes it’s spin (red)% faster, but passive income goes down by (blue)%.
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You have a (green)% chance of not spending a golden ticket when using it, but wheel gives (red)% less gold.
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(blue)% more gold from the wheel, but special reward option is (green)% smaller.
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(blue)% more gold from passive sources, but special reward option is (green)% smaller.
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The special reward option of the wheel becomes (blue)% larger, but wheel spins (red)% slower.
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The grim reaper option on the wheel is (green)% smaller, but passive income is (red)% smaller.
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Have a (red)% chance of getting the neighboring rewards on wheel, but milestone barriers cost (blue)% more.
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The bonus for keeping the wheel spinning is increased by (red)%, but Grim Reaper option is (blue)% larger.
The player can equip a limited number of these. They provide completely unique bonuses, and unlike talent points are acquired in a random and unpredictable way.
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Bruisin' Bruce - The Grim Reaper option is (red)100% smaller, but special reward is (blue)50% smaller.
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Clever Clarence - (red)75% chance of getting an extra golden ticket, but passive income is (blue)25% lower.
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Foolish Fabian - (red)50% more gold from wheel, but the Grim Reaper option is (blue)100% bigger.
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Scarlet Simon - (red)200% more gold if the wheel lands on red.
Gems are rare treasures that can be attached to other things to buff them. When it comes to talent points, companions and such things, in the description of their effects, all their numerical effects are in a specific color.
When a gem is attached to something, it has modifiers depending on the color. So a Rare Ruby might say "50% more red, 75% less green and blue", so if attached to Foolish Fabian, it would make his text go "100% more gold from spins, but the Grim Reaper option is 25% bigger."
Gems can be arbitrarily attached and detached from talents and companions, by dragging. Obviously some combinations are completely broken, but that’s intentional.
Each day you gain 3 quests to complete. When you complete a quest, you gain the reward listed under it.
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Capture monster - A monster option appears in the wheel and you "capture" it by landing on it.
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Grim Reaper - Hit the Grim Reaper X times to complete the quest.
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Spend 5 golden tickets - Spin the Rare Wheel 5 times.
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Break 3 milestone barriers - Buy yourself past 3 milestone barriers
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Wheel combo - Spin your way up to a x50 combo
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Wheel spin - Spin the wheel 100 times.