r/gamedesign • u/Hans4132 • 3h ago
Question Population as consumable resource for special abilities - how do I make players actually care?
I am working on this settlement builder / god game with an unusual resource system and running into a design challenge I could use help with.
The core mechanic is that divine powers cost settler lives instead of mana or cooldowns. Want to terraform terrain? 20 settlers die. Lightning strike enemies? 10 settlers gone. Your workforce literally shrinks every time you use emergency abilities.
The goal was creating meaningful resource tension - every special ability competes with your labor force. Do you sacrifice workers now to solve problems instantly, or try conventional solutions and risk losing infrastructure?
But here's the design problem: how do you make players actually feel invested in losing those settlers?
Right now it's purely tile-based interaction. You designate what gets built, settlers handle construction timing. They're functional work units without personalities, names, or individual traits. When you cast spells, the population counter drops and you see settlers fall over on screen, but it still feels pretty abstract.
I want that moment of sacrifice to have emotional weight, not just mechanical impact. The strategic cost is there - fewer workers means slower building and resource gathering - but the emotional cost isn't really landing.
The question is: what design techniques actually create player investment in functional units? Is it visual details? Audio feedback? Emergent storytelling? Something about the interface design?
My Demo launching Steam Next Fest October so I'll find out how players actually respond, but curious what other designers think about this challenge.