• Albin Jose@suppo.fiOP
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    9 months ago

    Wow awesome ! Will it become so much harder as the level goes on ? And probabily how much years will take to finish all levels ?

    • wgbirne@feddit.de
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      9 months ago

      No, I don’t think that the levels become harder. They also gift so many free boosters to the players that it is way easier than 10 years ago when I first played the game.

      I also feel like that after failing a level too often, that the game is cheating for you so that you don’t lose interest.

      • jarfil@beehaw.org
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        9 months ago

        The game is “cheating” all the time. All the successful games with thousands of repetitive levels, go whale fishing and have engagement promoting strategies.

        The general strategy is:

        • Introduce core mechanics “organically” over the first few levels, then keep a periodic “loading screen tip” reminder
        • Add a harder level every several easier ones
        • Introduce “boosters” with a few free ones
        • Dis-associate booster cost from real money cost by having an “in-game currency” (not actual currency) with some non-intuitive conversion ratios
        • Add a second kind of free-ish in-game currency to keep players used to making in-game purchases
        • If a player runs out of boosters, give them some free ones after a while
        • Improve user engagement with regular reminders and periodic offers
        • Promote FOMO with limited-time offers
        • Add mechanics with obvious MiniMax-ing strategies, that are however impossible for a person with a normal life to MiniMax, while offering a way to use in-game currencies to correct for that
        • Keep adding cosmetic changes
        • Introduce slightly new mechanics once in a while every a lot of levels, combine mechanics together if you’ve run out of ideas
        • For each level, have a predefined setup that makes it extremely easy to solve, along with normal generators that make them hard to solve
        • Use the easy setups to showcase new mechanics and boosters
        • Use the hard setups to make people want to spend boosters, and buy them, and use real money to purchase in-game currency to do that
        • Ideally, have a level generator with tunable difficulty that can be adapted for every user
        • Offer whales big spenders exclusive VIP levels, that require a lot of spending to win
        • Add one or more “leaderboards” for big spenders to showcase how much they spend good they are
        • Remove real world time clues for big spenders, don’t let them realize for how many hours they’ve been throwing their money away
        • If a big spender drops their spending or engagement level, shower them with offers, assign a personal manager, offer invitations to real world events… whatever it takes (up to a certain % of their expected monthly spending)
        • Periodically expand the game with hundreds and thousands of “new” levels… which follow the same rules

        Bonus points if you add “seasons” and a “season pass”.

        Extra bonus if you place and cross-promote a number of games with the same strategy but different cosmetic themes.

        Casino mode: have thousands of “games” all in one, with different cosmetics, complex winning modes, and very simple mechanics (press button to spin, press button to auto-spin 1000 times, etc)… but in most jurisdictions you need to calculate and disclose the exact odds of winning in each mode for every level generator.