Goldfinger & ReelMyst
I’ve been thinking about your maze‑crafting skills—what if we turned that into a high‑end, profit‑driving immersive game? Think luxury escape rooms that double as corporate training tools, where every twist is a revenue stream. What do you say?
That’s an elegant idea, but I’d want to make sure the twists actually pay for themselves, not just the people who play. Are we building a room that teaches you to spot the trick before it traps you, or a room that traps you in a profit loop? Let's map the layers and see which one comes out ahead.
Let’s break it into three layers. First, the entry fee—premium, but only for the right clientele. Second, the learning curve—each clue reveals a skill that can be sold to corporate teams, so the room becomes a training platform. Third, the loop—once the players master the tricks, they can remix the puzzles, creating a subscription model for repeat business. If the revenue from fees, training, and subscriptions beats the cost of materials and tech, the whole thing pays for itself. And if it doesn’t, we can always tweak the difficulty to increase the price. That’s the sweet spot between a profit‑loop and a valuable lesson.
It’s tidy, but I like the idea of a loop only when the loop itself is a puzzle. If the subscription is just “play again,” you’ll get bored. Maybe make the remix a new maze that you unlock by selling the first one’s code. That way the learning curve sells the next puzzle, not just the lesson. Also, keep the entry price low enough that the first impression is “nice, but not a bargain.” Then you can raise the bar with added content—just don’t let the price become the only twist.
Love the tweak—turn the remix into a secret code sale. The first room sells knowledge, the code unlocks the next, and every new maze comes with premium add‑ons. Keep the initial fee low, just enough to say “nice” but not “cheap.” Then let the quality and exclusivity drive the price for the next layers. That’s a loop that’s both a puzzle and a profit engine.
Nice. You’re playing with the same variables you love—layering, misdirection, and a payoff that’s only revealed after you’ve paid for the first twist. Just remember, if the first maze feels too “nice,” people will think you’re handing out free samples. Keep the cost low enough to invite curiosity, but high enough that the first clue feels like a currency exchange, not a gift. That way the next layer feels earned, not forced.