I am designing a level-based...
About this model
I am designing a level-based game with run-based progression and meta progression.
The player gains resources during each run, uses temporary power-ups inside the run, and also brings resources back to unlock permanent upgrades outside the run.
My current problem: players can unlock and max out almost all permanent upgrades too quickly, so the economy collapses and long-term progression loses meaning.
Please build a playable economy diagram that separates: 1. in-run resources 2. temporary in-run power growth 3. extracted or rewarded resources 4. permanent meta upgrades 5. upgrade costs 6. failure/loss conditions 7. content unlock gates
Then simulate how many runs it takes for a player to unlock 25%, 50%, 75%, and 100% of all upgrades. Identify which sources, sinks, or cost curves cause the economy to collapse.
"I am designing a level-based..." is a public Machinations diagram shared in the Community by hongyi ma, with 44 components.
It was created in June 2026 and last edited in June 2026.
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