这一类设计师可以介入很深——难度曲线、UI 信息密度、店员/顾客 AI 状态机都是设计活。永远先调难度,再调美术。
真实事故:第一次 modest 一档难度不够(公比 1.3→1.42),玩家"在开始之前就已经超目标了";二次收紧(1.42→1.55 + RENT 9→11)才合理。 教训:shelf-it margin/branch/attach 复利杠杆多,实际 cash 增长 > framework 默认 1.2x,调难度不能小步。
Designers can go deep here — difficulty curve, HUD information density, customer/employee AI state machines all live in design's hands. Always tune difficulty before art.
Real incident: first cut was modest (multiplier 1.3 → 1.42), and players said "I beat the goal before starting." We had to tighten twice (1.42 → 1.55 + rent 9 → 11). Lesson: Shelf It has so many compounding levers that cash growth outruns the default 1.2x framework assumption.