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Zone Wars Icon
Zone Wars

A casual game with a soothing Catppuccin color palette 🎨

Catppuccin Palette

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❤️ Gratitude

This project is based on and heavily inspired by:

 

Economy and Pricing

Money sources (server)

  • Area milestones: rewards scale by milestone size (see SCORE_REWARDS in src/server/rewards/services/rewards.ts)
  • Ranking (per life): Top 1/2/3 grant one-time rewards (see RANK_REWARDS)
  • Passive while top 3: Periodic income while staying in top 1/2/3 (see RANK_REWARDS_PASSIVE)
  • Eliminations: Kill bounty based on enemy polygon area size
  • Premium bonus: All money grants are multiplied by PREMIUM_BENEFIT (currently 1.2)

Skin pricing (client/shared)

  • Tint-only skins: Free (default look variants)
  • Part-based skins: Priced by perceived rarity/appeal and game progression
  • Prices live in src/shared/constants/skins/skins.ts

Current part skin prices:

  • Gradient: CosmicShift 300, MidNightCity 450, BradyFun 600, Rastafari 750, SweetMorning 900, JoyShine 1050, Superman 1200
  • Textured: Stars 1400, Spiderweb 1600, Famous 1800, Wood 2000, Stone 2300, Icy 2600

Pricing strategy

  • Goal: One meaningful purchase per solid session early on; sustained goals later
  • Anchors: Early milestones (25k–100k area) yield 250–1000; advanced milestones reach 28k+
  • Premium: +20% benefits ensure faster but not trivial progression

Future option: exponential progression

If players commonly afford multiple skins per match, increase scarcity with exponential tiers:

  • Define tier index t for each purchasable skin (low → high rarity)
  • Use a geometric series: price(t) = round(base * growth^t, step)
    • Example: base = 250, growth = 1.6, step = 50
    • Map existing skins to tiers, then re-gen prices
  • Keep tint-only skins at 0

This keeps early purchases attainable while pushing later skins into mid/high goals, aligning with milestone and bounty growth. Apply after observing live economy data to avoid over-tuning.

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Micropolis (SimCity) city builder for Roblox — roblox-ts

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