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@dmurawsky
Created January 5, 2026 18:35
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Be the Boss (BTB)

Economy & Progression Design Document


1. Design Goals

The economy system in Be the Boss is designed to:

  • Support asymmetric gameplay across two rotating phases
  • Reward survival, risk-taking, and timing
  • Prevent early snowballing while allowing late-game power spikes
  • Encourage both cooperation and competition
  • Create tension between spending coins and saving toward victory

Coins and multipliers persist across phases and act as the primary progression and win condition system.


2. Match Structure Overview

  • Match Length Target: 20–25 minutes
  • Phase Duration: 4–6 minutes
  • Total Phase Rotations: 4–5
  • Each player becomes Boss at least once in an average match

Players earn coins in both phases, but banked multipliers only apply when the player becomes the Boss.


3. Currency Overview

Primary Currency: Coins (Gold)

Coins are used to:

  • Progress toward the win condition
  • Purchase upgrades
  • Spawn or upgrade monsters (Boss)
  • Open chests (Players)
  • Trigger special events (optional)

Coins persist across:

  • Phase A
  • Phase B
  • Boss rotations

4. Phase A: Coin Generation (Player Phase)

4.1 Coin Sources

Action Coins Earned
Kill standard monster 3
Kill elite monster 5
Loot chest 10
Loot high-tier chest 15–20
Damage Boss 1 coin per 50 damage

Values are intentionally small to encourage accumulation through multipliers rather than raw farming.


4.2 Phase A Survival Multipliers

Players earn banked multipliers based on time survived:

Time Alive Multiplier
2 minutes x2
4 minutes x4
  • Multipliers are banked when the player dies or the phase ends
  • Multipliers do not apply immediately
  • Multipliers only apply when the player becomes the Boss
  • Multipliers stack additively across Phase A rounds

Example:

  • Round 1: x2 earned → banked
  • Round 2: x4 earned → banked
  • Total banked multiplier = x6

5. Phase B: Coin Generation (Boss Phase)

5.1 Coin Sources

Action Coins Earned
Monster damage to players 1 coin per 10 damage
Kill player 20
Optional coin steal on kill Yes (design TBD)

Boss monsters reward the Boss player when they successfully pressure or eliminate Phase A players.


5.2 Boss Survival Multiplier

The Boss earns a multiplier based on how long they remain alive:

Time as Boss Multiplier
1 minute x1
2 minutes x2
3 minutes x3
Max cap x5–x6
  • Multiplier applies to all coins earned during the Boss phase
  • Encourages aggressive but calculated play
  • Incentivizes staying alive rather than rushing kills

6. Multiplier Cash-Out Logic

When a player becomes the Boss:

  1. Phase B coins are earned normally
  2. Boss survival multiplier is applied
  3. Banked Phase A multiplier is applied to stored coins
  4. Final coin total is updated

This creates a delayed payoff system that rewards long-term survival and planning.


7. Example Economy Flow

Phase A (Player)

  • Monster kills: 6 → 18 coins
  • Chests looted: 2 → 20 coins
  • Boss damage: 300 → 6 coins
  • Total: 44 coins
  • Survival time: 3 minutes → x2 banked

Phase B (Boss)

  • Player kills: 1 → 20 coins
  • Monster damage: 150 → 15 coins
  • Boss survival time: 3 minutes → x3 multiplier

Boss phase coins:
(20 + 15) × 3 = 105 coins

Banked multiplier applied:
44 × 2 = 88 coins

Total gained this cycle: 193 coins


8. Win Conditions

Option A: Coin Threshold (Primary)

  • Target: 800 coins
  • Tunable for match length
  • Simple and transparent

Option B: Key Fragment System (Alternate)

  • Purchase 1 Key Fragment for 150 coins
  • Collect 4 fragments to win
  • Allows:
    • Comeback mechanics
    • Theft or denial mechanics
    • Better control of match pacing

9. Balancing & Tuning Knobs

Primary tuning controls:

Coin Values

  • Monster kill values
  • Chest rewards
  • Player kill rewards

Damage Ratios

  • Coins per Boss damage
  • Coins per monster damage

Multiplier Strength

  • Survival thresholds
  • Maximum multiplier caps

Win Condition

  • Coin target
  • Fragment cost

These values can be adjusted independently without breaking the economy.


10. Design Intent Summary

The economy is built to:

  • Feel slow early, explosive late
  • Reward patience and survival
  • Create tension between spending and saving
  • Make the Boss role feel powerful and decisive
  • Ensure every phase contributes meaningfully to victory

This system supports replayability, player agency, and high-stakes decision-making throughout the match.

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