My Second Indie Game is in Beta! — Devlog #10


Hello Frenz!

I’ve been held back, but I’m excited to let you all know that Rainy Day is now in open beta (ends April 26)​​ and you are all invited!

Some Frenz are already at it and are trying to break the game for everyone’s benefit. So, come and join by subscribing on here for free to get your invitation!

If you happen to find any issues and or have suggestions for Rainy Day, please let me know. I’ll make sure your name is included at the start of the game for any major contribution as gratitude.

Have Your Name in the Game Before Official Release!

With that said, there are for sure ways to get your name in the game by becoming a Supporter# subscriber! I’m also wanting to name five of the stocks available in the game after the first five Supporter# subscribers as well! I think it would be really cool to have premium supporters be shown gratitude in that way :)

Spendings — The Last Feature Implemented

You’re still here! Thank you thank you. This feature simulates the bills we all end up being responsible for paying in real life and is really important for a financial education game to cover.

From a game design perspective, it balances the game out as well from just being an upward progression. It makes it a little more interesting. So, every 28 ‘hours’ (one ‘hour’ is a minutes of playtime in the game as we know) players will get billed a certain amount of money which also gets bigger as players upgrade the amount they can get per hour. I feel that this is a perfect way to test for financial resiliency in Rainy Day and overall cover this important part of financial literacy.

Of course, at some point, the game will just become stale once all the content is unlocked, but by that time I hope that players had taken a thing or two out of the game. This is the ultimate goal.

More Game Balancing

To balance the game even more, I have adjusted the default money players can get per hour from 60 to 80, while also making it so that the chances of getting a value 3 drop is less than the value 2 and so on.

This makes the build up to the total amount of 80 much slower and make the stack taller per game in general, which naturally makes the game a little more challenging.

Visually, I also had made the difference with width of the falling objects even more apparent. It works to make the players stack feel more epic and increase the challenge to keep a stable stack.

Localization

Almost there! The translations are not perfect, because I just used google translate for it all so please help us out when you do get the beta invitation. The game should be live with the following localizations:

  • Simplified Chinese
  • English
  • Francais
  • Deutsch
  • Italiano
  • Japanese
  • Korean
  • Polski
  • Portugues
  • Espanol

Soundtrack and Sound Effects

And to wrap things up, the game now has its own soundtrack and different sound effects. I want to keep it brief so that’s it. Go get your invitation if you haven’t already and try it out for yourself!

Support Rainy Day!

As usual, subscribe on here or on your preferred media in my LinkTree to stay updated for official release! And again, if you are ever interested in having your name forever embedded in the startup screen of the game, or be named after a stock, consider becoming a Supporter# subscriber! Anything helps. Thank you.

January, February, and March Supporters

Thank you for reading and special shoutout to our premium subscribers:

  • Laura Milligan
  • Jacob Huang

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