Pay less each time a level is replayed, yet pay fully for every new star
If replays pay the full reward, one easy level becomes the whole economy. If they pay nothing, players have no reason to improve. Here is a payout that fades with repeats, never reaches zero, and rewards only the stars that are really new.
Why this works
A reward should follow what the player newly achieved, not how often they pressed play. Splitting the payout into a part that shrinks with repeats and a part that pays for real improvement keeps farming unprofitable while progress is still worth chasing.
When not to use it
Skip it in a game where replaying is the main loop and the fun, such as a grinding game or one built around short repeated runs. Fading pay there feels like taking the game away. Tune the economy through costs instead.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- A diagram of every state
- 26 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 "Pay less each time a level is replayed, yet pay fully for every new star" (read_entry replay-reward-fades-but-new-stars-pay) 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