Dev Log #002 — Building Around Real-Time Decisions
This week has been about one question: how do I make Firetorn feel different?
A lot of browser RPGs use the same basic rhythm. Click a crime, wait for energy, click again, buy upgrades, repeat. That can still be fun, but Firetorn needs something more if it is going to stand on its own.
The idea that keeps standing out is real-time decision making. Travel should not feel like teleporting between menus. Moving between cities should take time. If a player chooses to leave one city for another, that decision should matter.
That opens up a lot of possibilities. Some cities could become better for certain crimes. Some could have higher risks. Some could eventually have different markets, vehicle availability, or syndicate influence. Travel time gives the world shape.
I also started sketching the early systems around energy, nerve, money, jobs, and crimes. The challenge is keeping things understandable for new players while still leaving enough depth for long-term players to optimize their path.
Nothing has been coded yet that I would call final, but the design direction is becoming clearer. Firetorn is going to be about timing, strategy, and choosing where to build power.