Idle income earned while the app is closed should taper off and then stop
Paying full income for a week away makes the game pointless, paying nothing feels mean. Here is a way to pay in steps that shrink, stop at a ceiling and let an optional bonus double the result without breaking either.
Why this works
Rewards for being away should reward coming back, not staying away. Paying less the longer the absence keeps checking in worthwhile, and a hard end to the pay stops a long absence from being the best way to play.
When not to use it
Skip it in a game made for very long waits, such as one that is meant to be checked once a week. Tapering would punish the intended rhythm; pay a flat rate up to a generous limit, and tell the player where that limit is.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 19 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Idle income earned while the app is closed should taper off and then stop" (read_entry idle-offline-earnings-tiers-and-cap) 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