Spielerando

Price "finish now" for a long crafting job so the cost never jumps backwards

Players can spend premium coins to finish a crafting job at once, and the price must grow with the time left. Done carelessly, a job with a minute more to go costs less than one with a minute fewer, or the last few seconds cost a whole coin. This entry sets a price that grows smoothly and feels fair.

Why this works

A price that jumps backwards teaches players to game it. Charging each stretch of time at its own rate, as tax is charged by bands, keeps the cost smooth: more waiting never costs less. Cheaper long stretches then make skipping a long job feel fair.

When not to use it

Do not sell skips at all if waiting is the game itself, or if the audience dislikes paying to hurry. In a game for children, or one with a strong stance against such sales, offer the shortcut for free or through play.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 2 common mistakes and the fix
  • 26 lines of example code with 5 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Price "finish now" for a long crafting job so the cost never jumps backwards" (read_entry idle-skip-timer-gem-price) 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