Ludo Express Doc

Baseline conditions to be met

Should give instant gratification
User shall be able to win both gems and cash
Game should already have PMF
Has mechanics to implement win variance
Game has some factor of entertainment
Gameplay is between 2 to 5 minutes

Why behind building Ludo Express

Hugely popular on other casual RMG platforms
Element of nostalgia
Easy to explain core mechanics, faster adoption
Great entertainment factor
Most popular game in internal survey
Opportunity to build side mechanics to boost engagement and strategic elements

Reason for popularity of Ludo

Simple to play
Nostalgia factor
Perception of easy cash win
Entertainment value

Current concerns on Ludo Express

It feels difficult to win anything
Maths is not in our control
Missing micro interactions & delight elements
Game needs to feel faster
Dice roll takes time
pawn movement feels clunky and slow
pawn dismissal is slow
there are no elements of time passing or speed except rolls and moves which are slow themselves
Not enough happening to keep me engaged - it gets boring
there are no elements of time passing or speed except rolls and moves which are slow themselves
there are no additional colors, background music, alerts etc
simple example - if im running out of time to play a move, it needs to communicated both visually and auditory
Fatigue can build up quickly because its the same thing again and again - less elements to create dynamic gameplay

Competitor Win rates

CardBaazi Ludo Tournaments
₹2 Entry → 24.4% (larger) + 19.6 % (win back) = 44% [1250 entries] - 20T - 100x
₹20 Entry → 10% (larger) + 34.67 (win back) = 44.67% [750 entries] - 25T - 100x
₹49 Entry → 4% (larger) =4% [25 entries] - 3T - 20x
Zupee Ludo Supreme Tournaments
₹1 Entry → 5.5% (larger) + 47.5% (win back) = 53% [400 entries] - 5T - 50x
₹9 Entry (Mega) → 4.67% (larger) + 57.33% (win back) = 62% [15L entries] - 100T - 5555x
₹5 Entry → 5.71% (larger) + 48% (win back) =53.71% [175 entries] - 5T - 22x
₹25 Entry → 24% (larger) + 28% (win back) =52% [25 entries] - 3T - 5x

Cardbaazi Rs.2 entry

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Cardbaazi Rs.20 entry

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Zupee Rs.9 Entry

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Zupee Rs.25 Entry

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Jumbo Win Rates

No segregation based on entry value
Single round cash payout →
Perceived single round Payout (Cash + gems return) →
Cash payouts multipliers → 1.5 to 2x

Possible mechanics to build in Ludo

Extra move on 6
Random new opponent spawn
Re-roll (1/5) 💎
User has the option to re shuffle the die if they don’t like the current number
First re-roll will be free
Second re-roll will be paid
Extra skip/lifeline (1/3)
Board reset (3/5) 💎
User has the option to reset their opponent position so at to get a formation that may be easier to eliminate and score higher
Limited to once per game session
TBD: If board can be reset after user has completed a couple of moves
Extra move
Fast forward on home line
Snipe (eliminate some opponent pawns within the range)
Movement Tunnel
Bonus for all being eliminated
Spawn gems or cash
Level progression
5 pawns of user from 4

Early Observations

Game on game retention flattening after 7 game sessions
5% dropoff before first game session concludes (need to check if sec)
45.5% dropoff after first game session
62.7% dropoff after second game session

Elements for control

| Considering dice follows RNG, move count is fixed and reward to score thresholds are consistent, these are the leavers that can affect reward distribution:
Opponent pawn placement formations
Larger count of high point pawns
High point opponent pawns are close to user pawns

Actionables

Build re-roll mechanic ✅
Improve explanation of Lifelines/Skip ✅
Make game board more visually appealing ✅
Resolve errors and bugs in gameplay 🟡
Identify risky boards, find probability, derisk distribution 🟡
1.? ?Ensuring they win something in first two plays 2.? ?Giving a favourable board for first seven plays 3.? ?Making the game feel quicker & dynamic (wrt to music, effects)
Make metabase dashboard
graph of daily gems in and money out %age

Elements to make game dynamic

Visual
Pawn enters home line
Crossing score threshold
Audio
Crossing score threshold
Mechanic *
Haptic

Questions to work on:

What happens with a successful ludo / end vision with ludo game
Look like
feel like
what should it do
features
hero game or not / single game or not



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