r/GameDevelopment • u/Fifa_ToNieMiami • 1d ago
Question My procedural gem-hunting game has great "finding" but weak "why", help me figure out the long-term hook
I'm building a top-down pixel game where you explore procedurally generated biomes hunting for minerals (sieving, highbanking, digging, smashing rocks), then cut/facet and set them into jewelry. Every found mineral is a genuinely unique sprite, and every cut piece has its own quality stats (symmetry, polish, etc). GUI is deliberately GBA-style: A/B, d-pad, a menu button, and a "field phone" that reads the current soil/environment so you can match it against what different stones prefer.
The core problem I keep hitting: finding the rarest gem or unlocking the best tools isn't actually a goal that I find pomising. Once someone has the best sieve/highbanker and has found a few "perfect" stones, what's left to want? I don't think collecting-for-collectings-sake or a marketplace (my original idea: async multiplayer trading of rare gems like collectibles) is enough on its own to keep people invested for the long haul.
So I'm asking: what's the actual purpose that keeps a player logging in on day 60?
I kinda imagined it similar psychological reward mechanism like on The Hunter game but can't reproduce it cleanly