No.277 / 280Build & manage · Business & trade

Deliver Before the Deadline

Taking a contract starts the clock: deliver on time for the reward, or lose it.

Prototype complexity
Who plays
Solo decisions
Design focus
Planning · Time · Economy
My Time at PortiaNo.277My Time at Portia

01The core loop

Action → feedback → next choice
  1. 01Browse the board
  2. 02Accept a contract
  3. 03Gather or craft
  4. 04Deliver and get paid

↻Feedback changes the situation — the next round starts from there.

Walk through one round

A simplified design example. Situations and numbers illustrate the mechanic, not exact rules from a reference game.

  1. T1

    Turn 1 · The situation

    Contract A: 5 copper bars in 3 days for 300. Contract B: 1 iron axe in 1 day for 150. Your furnace makes 4 bars a day.

  2. T2

    Turn 2 · The player chooses

    Take both and make the axe on day one.

  3. T3

    Turn 3 · The feedback

    The axe lands on time and the bars finish on day 3, totaling 450.

  4. T4

    Turn 4 · The next decision

    The player plans a second furnace for bigger orders.

How it plays

Contracts list item, quantity, deadline and reward. Only a few can be active at once, so players choose by capacity and schedule. Countdowns, progress bars and due-date alerts form the feedback.

What the player weighs

  • High pay, tight deadline vs low pay, loose
  • Take more work vs keep capacity for your own goals

02Start small

Quest · 0/3Prototype complexityCompact prototypeWho plays · Solo decisions

Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.

03One mechanic, different implementations

My Time at Portia
M

My Time at Portia

P1

As a workshop owner you take commissions from the guild board with deadlines and rewards, competing with rival workshops in rankings.

Stardew Valley
S

Stardew Valley

P2

The Help Wanted board outside Pierre’s posts short-deadline requests, and later Special Orders offer longer timed tasks.

The difference worth noticing

Portia makes commissions a main income source; in Stardew they are supplementary income and social ties.

Case notes are Yoroll editorial summaries; rules may change between versions.

04What could you combine?

Fusion · Original design proposal · not an existing feature
Deliver Before the DeadlineBusiness & trade+

High-paying contracts require items from a three-stage chain, so players must schedule each stage backward from the deadline.

Prototype this combo in Yoroll

→Follow the next idea

Business & tradeNew

Hold It on the Shelf

Lock an item you want and buy it next round, safe from the refresh.

Prototype complexity
Who plays
Solo decisions
  1. 01Spot a wanted item
  2. 02Short on cash, lock it
  3. 03Play the next round
  4. 04Return and buy
Backpack Battles · Super Auto Pets
Business & trade

Buy Here, Sell There

Buy low in one port, sell high in another, and the profit lives in the journey.

Prototype complexity
Who plays
Solo decisions
  1. 01Compare regional prices
  2. 02Buy where it’s cheap
  3. 03Survive the trip
  4. 04Sell where it’s dear
Sunless Sea · Patrician IV
Business & trade

Shelf Placement

What goes on which shelf decides what customers end up buying.

Prototype complexity
Who plays
Solo decisions
  1. 01Choose what to stock
  2. 02Arrange the displays
  3. 03Customers browse and buy
  4. 04Rearrange by sales
Moonlighter · Recettear: An Item Shop’s Tale
yorollGAMEPLAY ATLAS

Good mechanics deserve a closer look. Good ideas deserve a next step.

Entries are written by Yoroll editors. Game names and trademarks belong to their respective owners.