Juragan Kos · game mockup v0.5
A cozy mobile game about running a boarding house (kos). Android first. These are static screen designs for Phase 1: what each screen shows, what the player can do, and the acceptance criteria. The kos itself is 3D in the game (see "Kos map 3D"); the other screens show the flat layout and states. All names and numbers are example data.
Core loop
Fill rooms → collect rent → handle tenants and events → build rooms and facilities on the grid → earn more rent → move to a bigger city
Screens
Changes in v0.5
| ID | Decision | Cost we accept |
|---|---|---|
| D23 | One game screen, strategy-game style. The kos fills the phone; controls sit in the corners (same layout as the 3D prototype). Toko, Penghuni, Kabar and Kota open as floating menus; Bangun opens a bottom tray and places items on the map with a check / cross; room interior is a camera zoom. No feature opens another page. The old full-width top bar and bottom tab bar are removed. | Less room for long lists; menus must stay short |
Changes in v0.4
| ID | Decision | Cost we accept |
|---|---|---|
| D21 | No drawers. Tapping a room or facility shows round action buttons over the map; an action opens a small floating card (next to the room for info, centered for decisions). Every card has a close button. | One extra tap to reach details |
| D22 | Compact scale: one-row top bar, body text 13, buttons 38 px, smaller tiles and menu, so more of the kos is visible. | Small text on very small phones; check in the phone test |
Changes in v0.3
| ID | Decision | Cost we accept |
|---|---|---|
| D19 | Stairs are built automatically when the player adds floor 2 or 3. They run along the side of the building and take no tile. Replaces the stairs tile. | Stairs placement is no longer a player choice |
| D20 | New visual style: flat, simple, local. One green action color, line icons instead of emoji, initials instead of emoji faces, no shadows or gradients, plain Indonesian copy, prices written Rp10.000. See the design system. | Less playful look until real art arrives |
Changes in v0.2
| ID | Decision | Cost we accept |
|---|---|---|
| D14 | Room upgrades happen per item inside the room (F-11). Rent = room size + item upgrades. Replaces the fixed Standar → AC → Kamar mandi dalam → Premium ladder. | More taps per room; more item art |
| D15 | Making a room bigger happens inside its own tile (Kecil → Sedang → Besar). The room never takes a second map tile. | Less realistic; 2-tile suites could come later |
| D16 | Phase 1: sizes Kecil and Sedang, 5 slots, 3 levels each (15 items). Phase 2: Besar size, TV and decor slots, level 4, paid looks. | Fewer items at launch |
| D17 | If an upgrade pushes rent above the current tenant's budget, the player chooses: keep their old rent, or raise it and likely lose them. | One more decision screen |
| D18 | Items are bought only with in-game money. Gold coins buy speed-ups now and item looks (skins) in Phase 2. | Less gold spending on items |
Changes in v0.1
| ID | Decision | Cost we accept |
|---|---|---|
| D11 | Neighbor effects cut to one: a room touching a garden gets a happiness bonus. No noise or other penalties for now. | Less depth in where you build; can return later |
| D12 | Lowest price is Rp10.000 (starter pack and smallest coin pack). The Rp3.000 and Rp5.000 items are dropped. | Fewer very small first purchases |
| D13 | City 1 plot is 4×3 tiles, up to 3 floors (about 22–26 rooms when full since D19). | — |
Not in Phase 1
- Moving to another city (shown as a locked teaser), staff, Juragan Card, season pass, cosmetics shop
- Neighbor penalties (noise), multiplayer, iPhone