Build a game where you run a small shop, set prices and watch the day's customers
A shop-keeping game is one decision per day, the price, and a result that follows from demand, stock and room for customers. The classic mistake is to reason from demand alone, and the best price is then not what the player earns most with. Here is the day calculation.
Why this works
A shop earns money only where three limits meet: what customers want at this price, what is on the shelf, and how many can be served. Seeing all three at once shows why the best price is not the textbook one.
When not to use it
Skip it when customers should be individuals with moods, stories and habits. A smooth demand curve flattens them into numbers; simulate each visitor instead if the people matter more than the profit.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 32 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Build a game where you run a small shop, set prices and watch the day's customers" (read_entry genre-shop-tycoon-core-loop) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP