We’re being pretty quiet about GG until we’ve actually done a playtest of the game mechanics (current WIP) but here’s some generalities I think are probably fairly safe to confirm (but could change after we actually experience the playtest):
Absolutely. However, we’re planning to implement a form of “gasless offchain lending” where others can use your Gotchi to play, and you will earn a % of whatever tokens they earn in-game. There’ll be a whole writeup on that later.
Absolutely. So as not to reinvent the wheel, we’re planning to use a lot of the balancing work ongoing with Gotchiverse/Aarena. Powerful Gotchis will definitely feel powerful.
Alchemica/GLTR will be the cornerstone of all IAPs in the game. But to prevent it becoming too P2W, there’ll be guardrails on spending, and players can decide in advance the “budget” they want to allow to be spent per game.
Our main concern for GG isn’t revenue, it’s creating an exciting environment where people are spending Alchemica to compete against each other. Having said that, we’ll likely take a smol cut of Alch/GLTR/GHST spent in-game, and I don’t see any reason why it wouldn’t accrue to the DAO as well, in typical Circle of Win fashion.
As for the game itself, it’s a mobile (cross-platform, actually) survival game where you play as your Gotchi to defeat wave after waves of Lickquidators. Unlike most survival/TD games though, Lickquidators are spawned by human players, not the computer. And real funds will potentially be at stake. If the Gotchis leak and the Licks destroy the Great Portal, they lose. If the Gotchis manage to survive against the Lick waves, they win.
Pretty simple concept, but a lot of room for strategy creativity, especially with some other base mechanics we have planned.
That’s about all I’m comfortable saying at this point though, as we haven’t done a full playtest of the prototype yep, and things could change if we decide that the above isn’t fun enough.
Happy to answer more questions once we’re a bit further along, but I hope that helps a bit!