- 01Set a trial price
- 02Observe sales and refusals
- 03Record price evidence
- 04Adjust to inventory needs
Price discovery
Customers accept or reject prices. Limited stock turns price discovery into a tradeoff between margin and sales speed.
The player's decision
Wait for a high-price buyer or lower the price to free cash and shelf space?
Original scenario
Original setup: sell five items before dusk to customers with different budgets. Two high-margin sales may lose to five moderate ones; preserve observations when prices change.
Start with this prototype
Build a shop with one product, five units and six customers with varied budgets. Set a price each round; show revenue, cost and stock after sales. Compare net profit at the end; omit theft and supply chains.
Change one variable
Tune budget variation and waiting cost; identical acceptance thresholds turn discovery into finding one fixed answer.
What to observe in a playtest
Can players justify their next price and revise a strategy from customer feedback?
Take the full design card
Includes rules, scope, tuning questions and sources for further planning. It does not create a project automatically.
Original analysis · version 1
Common pitfall
Revenue alone can disguise a loss. Show costs and unsold inventory alongside sales.
Observations and sources
Cases refer to public documentation. Developers and community wikis are credited separately; document review is not a claim of hands-on testing.
- Moonlighter
The shop lets players set prices and manage cash, connecting expedition loot with retail decisions.
- Recettear: An Item Shop's Tale
The official description links stock sourcing, sale prices and debt repayment, exposing a margin-versus-turnover tension.
Brief for the studio
Opens the AI studio with the brief below in the input. You can edit it. Nothing starts automatically.
Build a shop with one product, five units and six customers with varied budgets. Set a price each round; show revenue, cost and stock after sales. Compare net profit at the end; omit theft and supply chains.
Covers are original AI-generated style illustrations. Game names reference publicly visible design choices and remain the property of their owners. This atlas does not supply screenshots or assets from those games. Prompts and combinations are original drafts for new games.