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Cart Ministry Game


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I was experimenting with the MonoGame framework (https://monogame.net) and I got an idea for a theocratic game.

I want to pitch this idea on this forum. A time-pressure conversation game where short interactions can grow into meaningful, long-term impact.

 

In Cart Ministry, you stand next to a literature cart. People approach you one by one. Each interaction lasts ~20 seconds. You choose how to respond,  tone, timing, and content all matter.

Core gameplay

  • a person arrives → timer starts
  • You choose between 2–3 responses
  • A hidden “heart meter” changes based on your approach
  • Hit the right tone at the right moment → success
  • Make poor choices or take too long → missed opportunity

What makes it unique

  • It’s not about “correct answers,” but understanding people
  • Different personality types create a social puzzle system
  • Conversations are short, but outcomes can carry forward over time
  • A scoring system (“treasures in heaven”) rewards thoughtful, respectful interaction

 

In Cart Ministry, every person you meet is different. Learning to read subtle signals is key to choosing the right approach.


Open Person

Friendly, approachable, and willing to engage.

Warm smile

  • Relaxed, open posture
  • Maintains eye contact

 

They are receptive. A kind and personal approach works best.


Thinker

Analytical and reflective. They want to understand why.

  • Arms crossed while listening
  • Slight head tilt
  • Focused, observant expression

 

They respond well to logic, structure, and clear explanations.


Busy Person

In a hurry, easily distracted, limited patience.

  • Frequently checking their watch or phone
  • Shifting weight, ready to leave
  • Brief, clipped responses

 

Keep it short and to the point. Respect their time.


Skeptical Person

Cautious, questioning, sometimes defensive.

  • Slight frown or raised eyebrow
  • Leaning back or keeping distance
  • Hesitant or probing tone

 

They need respect and space. Listening is more effective than pushing.

 

Players aren’t told directly who they’re dealing with.
Instead, they learn to observe, interpret, and adapt.

 

In Cart Ministry, literature isn’t just something you hand out — it’s a strategic resource.

You have a limited number of items each day (magazines, brochures), so when you offer them matters just as much as who you offer them to.


The Core Rule

Literature is only effective when the heart level is ≥ 60.


Outcomes Based on Timing

  • < 60 → Wasted
    The person isn’t ready yet. Offering literature too early feels pushy and has little to no impact.
  • ≥ 60 → Bonus
    The person is open. Giving literature now reinforces the conversation and rewards you.
  • ≥ 80 → 💥 Major Bonus
    Perfect timing. The person is highly receptive — this creates a strong, meaningful outcome and maximum reward.

 

Do you think this is a good idea?

Are there C# .NET developers who would like to work this out together in an open-source project?

Digitale mockup van Cart Ministry.png

  • Like 2

Follow the development progress on Trello  | trello.com/b/63Q7r47E/baruch

Baruch Development — fueled by coffee buymeacoffee.com/agape.apps

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Cart Ministry combines elements from three well-known games:

  • Papers, Please (mechanics)
    Like Papers, Please, the game is built around short, time-pressured interactions. People approach you one by one, and you must make quick decisions that have immediate consequences.
     
  • VA-11 Hall-A (conversations)
    Conversations are the core gameplay. Your choice of words, tone, and timing directly influence how each interaction unfolds.
     
  • Stardew Valley (relationships)
    Some characters return over time, allowing you to build relationships and see long-term impact based on your earlier choices.

Follow the development progress on Trello  | trello.com/b/63Q7r47E/baruch

Baruch Development — fueled by coffee buymeacoffee.com/agape.apps

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