Tidewell Inn
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Milestone 2

Real decisions: competing guests and a coin economy

A fun toy isn't a game until choices start to cost you something. Milestone 2 is about adding that weight, and it started with two changes.

First, more guests than you can serve. Now three travelers show up each day, but two crew can only staff two stations. Someone goes unserved. Suddenly every morning asks a question: whose need do you meet, and who do you let walk?

Three guests waiting, but only two can be served Three guests, two crew. Someone is going home unhappy.

Second, coin that does something. Until now coin was just a number that went up. Now you spend it, either on hiring a third crew member or upgrading a station, and you can't afford both, so it's a real fork. The two buys fix different problems. A hire gives you more hands, so you can staff that third station. An upgrade makes one station stronger, so a single crew member can clear a demanding guest they couldn't before. Neither is strictly better. It depends on where you're pinched.

Spending coin on a new hire or a station upgrade Hire a third crew member, or upgrade a station. One pot of coin, not both.

And then playtesting taught me something. With both systems in, I played a week, and it still solved itself. Each crew member had one obviously best station, so the best plan never really changed from day to day, and coin piled up until there was nothing left worth buying. The tension I wanted flattened into "pick the richest guests, buy the obvious thing."

I'm sharing that because it's the whole reason to playtest early. It would've been easy to keep building, more guests, more content, on top of a core that was quietly solved. Much better to catch it now, with two systems, than after twenty.

The root cause is that nothing about your crew ever changes. Yesterday's perfect plan is still today's perfect plan. So the fix is to make your crew a resource that shifts under you, and that's what I built next.

#devlog #systems #milestone-2