Earlier quoted context omitted.
> That's where I kind of start to consider the game "bullshit", I want to play and enjoy myself, not have constant FOMO of what could be if only I'd spent some more money. It probably won't be too much of a FOMO thing really. The game is mainly just a "see how far you get" game, kind of like a Flappy Bird or Temple Run type game, but choice based, not dexterity based. If you choose poorly you can lose pretty quickly,…
> If you choose poorly you can lose pretty quickly, but then you can just start the game over again if you want. But if you're like "wow, this is the furthest I've been, let's go for it this time!" or whatever, and you burned through the items that you earned during the course of the game, well you could just see if you get lucky and get farther, or you can spend money to get a bundle of items help ensure you survive…
It's fine that you don't trust that it won't change. That's probably a good thing overall to have that skepticism.
This is my first real experiment with designing a free game that isn't just a free flash game with zero monetization that I just put out there and let millions of people play without getting any income for it (what I used to do 15+ years ago...basically just gave a lot of free money to flash game websites that did have ads).
I've worked on a F2P game before at a video game company and it did all those terrible tricks and I didn't feel to happy working on it, was always hoping we'd get a new client for more interesting and fun games, but it never ended up happening before they had to do major layoffs.
I'm not claiming I won't ever do something that you personally won't like, this is mainly just what I'm thinking now. But I'm hoping that being less obnoxious will earn me some more good will than trying to squeeze every last dime out of players like big companies do. I'm just one guy making games outside of my day job, here.