Hey folks!
Glad some of you have stuck with this game and are still giving it a chance through a very bumpy 7-month public alpha.
This is the hardest game I've ever worked on in terms of the core design problems, and for a while there, I was starting to think that the design was impossible to fix.
You've got this core issue of people being motivated to build stronger and stronger houses, but super-strong houses (like, a thick wall by the front door and a combo lock right there) are really not interesting to rob, and houses are THE content of the game. Even worse, players quickly settled on the ONE strongest house design.... and then all houses were pretty much the same.
For a while, I was trying various ways to "weaken" house design, from larger backpacks to blueprints and finally to chiseling away at the house-building tileset itself (maybe moving animals are the problem, maybe wires through walls are the problem, etc.) Finally, after chipping it down to the point where most of the interesting house-building possibilities had been stripped away, players were STILL figuring out how to build super strong, boring houses (they found the ONE strongest design given the butchered tileset). What more could I remove? Yikes.
During my vacation, feeling somewhat design-defeated, I took a big step back. Why do players want to build super-strong houses? Why is that effective to progress in the game? Is there any way to intrinsically motivate other behavior? To intrinsically motivate ever-changing variety in house design? How would that be possible? Wouldn't there alway be "one best house design" that players would discover and gravitate toward?
The bounty thing, to my great relief, actually seems to be the solution that has eluded me for 7 months. You only earn money if other players are tricked into exploring your house and then dying in there. This is the sole source fresh money in the game.
This means, effectively, that there is no optimal, end-all house design. The optimal design today is the house that will fool the most people today. It won't still be fooling people next week.
We now have 7 active houses (the most in quite a while, through all my design hacking over the past few months), and they're each different, unique, and intriguing house designs.
I feel like I'm finally nearing the end of a very long, dark tunnel. Good stuff!